Stone Gargoyle wrote:Leatherneck (Major) by Stone Gargoyleh
"I just feel better with a good fight! More myself, more me, more alive!"
Moderators: Immortals, Supreme Beings, Old Ones
Stone Gargoyle wrote:Leatherneck (Major) by Stone Gargoyleh
Glad you like it. I have been wanting to do it as a bio-armor type power for a while, but it was kind of in the middle in terms of being a major or a minor. GC's combat bonuses helped move it to being a major, which I forgot to credit her with, my bad. It has been edited to give credit where due now.taalismn wrote:Stone Gargoyle wrote:Leatherneck (Major) by Stone Gargoyle
"I just feel better with a good fight! More myself, more me, more alive!"
I appreciate that. I will try and edit my Mercenary Ethics majors when possible, just not sure what to do to get them up to snuff.Stone Gargoyle wrote:I forgot to credit her with, my bad. It has been edited to give credit where due now.
Just beef them up a bit more. Remember, one Major is generally worth three or four minors, and with the limitation you place you can put even more in there to balance it out.Gryphon Chick wrote:I appreciate that. I will try and edit my Mercenary Ethics majors when possible, just not sure what to do to get them up to snuff.Stone Gargoyle wrote:I forgot to credit her with, my bad. It has been edited to give credit where due now.
Stone Gargoyle wrote:[I will be working on the Mercenary Power Category as well, only available to selfish and evil characters, of course. It will have to be somewhat like the MegaHero Category, I would think, with the vulnerability being related to their need for money and greed.
Shouldn't it read "limitation" rather than "vulnerability"? Otherwise, looks good, T.taalismn wrote:Migraine(Minor)
“Stupid primitives! You are no match for my superior mental cognitive abilEEEYYOOOWWWWwwwwthepainthepainmybrainburns!!!”
This is the ability to instantly inflict intense, blinding-pain, headaches on other people. It is particularly effective against psychics who fail their save rolls, as the power attacks their powers at the source.
Range: 60 ft +20 ft per level of experience
Duration: 1 minute per level of experience
Effect: Victims of Migraine lose Initiative, HALF APMs, are -4 to Perception, Strike, Dodge, and Parry rolls, and are -20% to skill rolls. Any attempt to use psionic abilities while under the influence of this power only DOUBLES the penalties and extends the duration by an extra minute per attempt.
Note: Immediate application of a headache-specific analgesic will mitigate the effects of this power somewhat, HALVING the duration. However, the victim will still be -1 on initiative for 1d6 minutes as a result of lingering discomfiture.
Save: Victims must save under their Mental Endurance rating to stave off the effects of Migraine.
Vulnerability: Ironically, the superbeing cannot cast this ability if they are themselves under the influence of a headache medication.
Stone Gargoyle wrote:Shouldn't it read "limitation" rather than "vulnerability"? Otherwise, looks good, T.
As there is no canon rules for "saving under an attribute", there should be a static target number to save vs. As this power affects psychics a bit more then normal people, I suggest the following:taalismn wrote:Migraine(Minor)
“Stupid primitives! You are no match for my superior mental cognitive abilEEEYYOOOWWWWwwwwthepainthepainmybrainburns!!!”
This is the ability to instantly inflict intense, blinding-pain, headaches on other people. It is particularly effective against psychics who fail their save rolls, as the power attacks their powers at the source.
Range: 60 ft +20 ft per level of experience
Duration: 1 minute per level of experience
Effect: Victims of Migraine lose Initiative, HALF APMs, are -4 to Perception, Strike, Dodge, and Parry rolls, and are -20% to skill rolls. Any attempt to use psionic abilities while under the influence of this power only DOUBLES the penalties and extends the duration by an extra minute per attempt.
Note: Immediate application of a headache-specific analgesic will mitigate the effects of this power somewhat, HALVING the duration. However, the victim will still be -1 on initiative for 1d6 minutes as a result of lingering discomfiture.
Save: Victims must save under their Mental Endurance rating to stave off the effects of Migraine.
Limitation: Ironically, the superbeing cannot cast this ability if they are themselves under the influence of a headache medication.
Mr. Deific NMI wrote:As there is no canon rules for "saving under an attribute", there should be a static target number to save vs. As this power affects psychics a bit more then normal people, I suggest the following:taalismn wrote:Migraine(Minor)
“Stupid primitives! You are no match for my superior mental cognitive abilEEEYYOOOWWWWwwwwthepainthepainmybrainburns!!!”
This is the ability to instantly inflict intense, blinding-pain, headaches on other people. It is particularly effective against psychics who fail their save rolls, as the power attacks their powers at the source.
Range: 60 ft +20 ft per level of experience
Duration: 1 minute per level of experience
Effect: Victims of Migraine lose Initiative, HALF APMs, are -4 to Perception, Strike, Dodge, and Parry rolls, and are -20% to skill rolls. Any attempt to use psionic abilities while under the influence of this power only DOUBLES the penalties and extends the duration by an extra minute per attempt.
Note: Immediate application of a headache-specific analgesic will mitigate the effects of this power somewhat, HALVING the duration. However, the victim will still be -1 on initiative for 1d6 minutes as a result of lingering discomfiture.
Save: Victims must save under their Mental Endurance rating to stave off the effects of Migraine.
Limitation: Ironically, the superbeing cannot cast this ability if they are themselves under the influence of a headache medication.
Master/Natural Psychics: 15 or higher
Latent/Major Psychics: 12 or higher
Minor/Non-Psychics: 10 or higher
taalismn wrote:Mr. Deific NMI wrote:As there is no canon rules for "saving under an attribute", there should be a static target number to save vs. As this power affects psychics a bit more then normal people, I suggest the following:taalismn wrote:Migraine(Minor)
“Stupid primitives! You are no match for my superior mental cognitive abilEEEYYOOOWWWWwwwwthepainthepainmybrainburns!!!”
This is the ability to instantly inflict intense, blinding-pain, headaches on other people. It is particularly effective against psychics who fail their save rolls, as the power attacks their powers at the source.
Range: 60 ft +20 ft per level of experience
Duration: 1 minute per level of experience
Effect: Victims of Migraine lose Initiative, HALF APMs, are -4 to Perception, Strike, Dodge, and Parry rolls, and are -20% to skill rolls. Any attempt to use psionic abilities while under the influence of this power only DOUBLES the penalties and extends the duration by an extra minute per attempt.
Note: Immediate application of a headache-specific analgesic will mitigate the effects of this power somewhat, HALVING the duration. However, the victim will still be -1 on initiative for 1d6 minutes as a result of lingering discomfiture.
Save: Victims must save under their Mental Endurance rating to stave off the effects of Migraine.
Limitation: Ironically, the superbeing cannot cast this ability if they are themselves under the influence of a headache medication.
Master/Natural Psychics: 15 or higher
Latent/Major Psychics: 12 or higher
Minor/Non-Psychics: 10 or higher
Point taken, suggestion applied.
taalismn wrote:Not a Power per say, but something you might take to get an extra (Minor) Power:
Disadvantage: Hair Toing (Minor)
“GAAAHHH!!!”-TOING!-
“Scared you, did I?”
“...N-nno....whatever gave you that idea?!”
“Your sudden ‘fro sez otherwise.”
This is the disadvantage of having animated and expressive hair. When the character is agitated, shocked, or frightened, their hair stands up on end in the classic ‘poff’ of cartoons. This means the superbeing will have a hard time concealing their emotional state and will suffer a penalty of -4 to their M.A. when attempting to lie, or -3 to Horror/Awe Factor when attempting to appear imposing with the hair toinged, and -20% to maintaining Disguise skills. If done under a helmet or other head covering, the head gear will be thrown off(or, if it is well-secured, will take 1d4 SD damage, and the superbeing gets a painful headache; -1 to initiative, -5% to skills, and -1 to perception rolls for 1d4 melees). Hair stands on end for about 5 seconds.
taalismn wrote:Not a Power per say, but something you might take to get an extra (Minor) Power:
Disadvantage: Hair Toing (Minor)
“GAAAHHH!!!”-TOING!-
“Scared you, did I?”
“...N-nno....whatever gave you that idea?!”
“Your sudden ‘fro sez otherwise.”
This is the disadvantage of having animated and expressive hair. When the character is agitated, shocked, or frightened, their hair stands up on end in the classic ‘poff’ of cartoons. This means the superbeing will have a hard time concealing their emotional state and will suffer a penalty of -4 to their M.A. when attempting to lie, or -3 to Horror/Awe Factor when attempting to appear imposing with the hair toinged, and -20% to maintaining Disguise skills. If done under a helmet or other head covering, the head gear will be thrown off(or, if it is well-secured, will take 1d4 SD damage, and the superbeing gets a painful headache; -1 to initiative, -5% to skills, and -1 to perception rolls for 1d4 melees). Hair stands on end for about 5 seconds.
Stone Gargoyle wrote:[Wouldn't this be more properly placed in the New Achilles Heels thread?
Mephisto wrote:Gryphon Chick wrote:This version of the major version of Mercenary Ethics combines the minor version with Bulletproof Skin by Stone Gargoyle.
Mercenary (Major) by Gryphon Chick and Stone Gargoyle
The character gains bonuses to combat only when they are getting PAID for their services. Payment is the agreed amount for the services. If the object were valuable enough, it would be accepted as payment. Whatever the agreed services are that are paid for get the bonuses. The combat bonuses only apply to the services or mission objectives decided upon.
1.Bulletproof Skin: This is based off of the second subability of the Bulletproof major power in PU3. The character's skin is bulletproof and resistant to damage. No projectile, rocket shell, grenade, arrow or thrown object can hurt him, not even armor piercing bullets, explosive bullets, grenades or explosive shells. The character simply absorbs them momentarily upon contact, neutralizing them and causing them to fall harmlessly to the ground. The character is still susceptible to poisons, toxins, disease, fire. heat, plasma, electricity, lasers and all energy based attacks, psionics and magic. Even ordinary punches, kicks and hand held weapons such as a knife or club inflict damage, although all kinetic based attacks such as these only do half damage.
Bonuses:
+1d4 PE
+1d4X10+10 SDC
2. Other Bonuses:
+4 initiative, plus one to initiative at levels 3, 6, 9, 12 and 15
+2 to strike at level one, plus an additional +1 to strike per level starting at level 2
Gains Sniper skill
+20% to save vs. coma/death
4. Limitations: The character must receive payment in advance before the power will activate.
While I can understand why it was named Mercenary, it wouldn't really be overpowering to just rename it and lose the limitation. Also you're missing a #3 bullet point. I'd probably put #3 as Heightened Sense of Balance and call the power Battle Ready.
Stone Gargoyle wrote:Since I have been working on air-based skills, I also decided to work up some more aerial powers. This is the first of several I am working on.
Skyfall (minor) by Stone Gargoyle
The character with this power never need worry about falling out of a plane, off a building, etc., as it automatically forms a protective sphere around him if he is more than twice his own height in feet off the ground. When falling, the protective field appears, taking one full melee round to activate, and immediately deactivates when reaching the ground or other surface, also taking a full melee round to deactivate. The sphere will hold the character and anyone within a ten foot radius of him inside it, the sphere forming at the ten foot radius point, with the character in the center, enveloping all around the character, up to a limit of 1000 pounds, plus 100 pounds per level of experience. It will not form if the 10 foot radius point is intersected/blocked. It holds enough oxygen for ten minutes of air for one person, plus one minute per level of experience, which is less if divided among several people. The sphere has an SDC equal to the character's ME attribute number X5, plus 5 points of SDC per level of experience. When falling, it lowers the character to the ground at a rate of 10 feet per second. If the SDc is depleted, the sphere will disappear and the character will fall at a normal speed of descent until the sphere reforms itself. When falling from more than 10,000 feet, the character will suffer 1d6 points of damage for every 10,000 feet fallen upon landing due to the impact in spite of being in the sphere. If created in a weightless environment such as space, the sphere will not move but rather float in space until the character is rescued or the oxygen runs out. The character cannot control the direction of the sphere, increase or decrease its rate of descent, nor activate it when not falling.
Not a complete compilation, but the powers have been gathered and sorted onto a wiki. The Black Vault Wiki also contains other material as well.gottork1967 wrote:is there a compiled list of all the powers in this thread? or complete net book?
gottork1967 wrote:thank you so much for this,so some that are listed are not actually there?
also if I have a idea on a super power should I post it and the effects here and see if someone can help me design it so its not over powered?
There is a search function at the bottom of the page in the Heroes Unlimited section of the forum where you can enter search terms to see if your question has been asked before. Otherwise, just post the question to a new topic thread. Don't ask the question in an existing thread that is unrelated, that derails the thread.gottork1967 wrote:ok since I am still new and getting used to the forums, where can I ask questions about how certain powers work, for instance how would a person use adhesion with super speed or extraordinary human speed, could they literally run up and do the same things the masters of speed whiplash does stuff, run at top speeds and stop breaking peoples backs?
This is just a random question but these are the kinds of questions I am looking for answers too
Mephisto wrote:I like Wraithtouch, it's both powerful and perplexing at the same time. All of the powers have a ton of utility purposes, but Wraithtouch, where you can strip your opponent of powerful items and with an EE power like Electricity or Cold Blast, just hit them without defense...be warned villains.
fbdaury wrote:Torpedo
This power provides the character with enhanced movement and defensive capabilities while underwater only. Unlike Underwater Abilities or Animal Abilities: Fish, this power does not make the character able to breathe underwater and they will need some other source of either oxygen or breathe underwater ability. The character can, while underwater, surround themselves in a “blister” of super-agitated water molecules that not only propels them forward at extremely fast speeds but also act as a protective barrier from attacks while moving in this manner.
Abilities and Bonuses:
1. Torpedo Speed- character can move at speeds up to 500MPH while underwater initially and this speed increases by 50MPH for every level of experience.
Note: This power does not impart any actual Swimming skill to the character- they are not swimming through the water so much as rocketing through it- the character will need to acquire swimming ability normally.
2. Protective Field- character is surrounded by a field of super-agitated water molecules that provides them with a Natural AR 16 and 500 SDC while they are underwater. Field also provides the character with a Depth Tolerance of 5 miles while using this power.
3. Hold Breath- Although not provided with the ability to breathe underwater, the agitation of the water molecules within the character’s field does provide a small amount of extra oxygen for the character, allowing them to hold their breath underwater for 10 minutes at first level plus one additional minute per level of experience after the first.
4. See Underwater- Able to see in UV Spectrum- UV Vision to 300ft. and can also see in the total darkness of the Ocean’s depths- See in Total Darkness 300ft. (Half this range in magical/ power created darkness)
5. Other Bonuses-
+1d6x10 SDC at all times
+1d4 P.E. Attribute
Suffers no underwater combat Penalties and instead has these bonuses underwater:
+1 Attack per melee round at levels 1, 3, 6, 9, and 12
+4 Initiative
+2 Strike
+2 Parry
+6 Dodge and can dodge high speed underwater projectiles like harpoons or actual torpedoes as a normal dodge with no bonuses or penalties to the roll.
+6 Roll with Punch/Fall/Impact
Normal Underwater Punch-1d6 damage
Fast Underwater Punch- 2d6 damage
Torpedo Speed Punch- 5d6 damage
Torpedo Body Block/Ram at speeds over 400MPH do 3d6x10 damage to a roughly man-sized area, meaning that the human torpedo can usually punch through the hulls of most boats/ships, even those with armor. The protective shield takes damage equal to ½ that inflicted on target and this attack counts as 3 attacks for that melee round.
Stone Gargoyle wrote:You did not designate this as a minor or a major power, though it is obviously a major. It is too strong for a major at that. I would cut back the number of additional attacks, limiting the +1 attack to +1 at levels 1, 4, 8 and 12, and limit the dodge bonus to +4. The SDC bonus could also be reduced to +1d4X10 instead of +1d6X10, which seems a bit high.
Stone Gargoyle wrote:You could have just edited the original post. I did notice the dodge bonus was less. Note I did not say anything about the hefty bonus to roll, which was another you could have cut back on, but the hero might need it if he has to stop suddenly.
Stone Gargoyle wrote:I like both these powers, T. Thank you for doing the major version of Migraine.
I still have yet to do the couple of parachuting-based powers I had planned, hopefully get around to doing them this weekend.
Ooh, I can't wait to see them.taalismn wrote:Stone Gargoyle wrote:I like both these powers, T. Thank you for doing the major version of Migraine.
I still have yet to do the couple of parachuting-based powers I had planned, hopefully get around to doing them this weekend.
You're welcome.
Likewise, I have a few more ideas for powers for people who react BADLY to being scared.
taalismn wrote:Ask and ye shall receive...
Fear Feedback Blast(Minor)
“Your soul is MI*YOUCH!!* -THAT HURT, YOU @#%&ING LITTLE BASTARD!”
The superbeing reacts instinctively to being scared with a reflexive energy blast at the perceived source of the fear-stimulus(a monster, attacker, fearsome-looking gun, etc.), provided they’re in range(so, if that giant alien battlecruiser suddenly hovering overhead just might be out of range), essentially smacking the source in the face with an instant shot. The power of the blast is equivalent to the perceived threat, no more, no less.
The downside of this is that the instant retaliation may immediately mark the FFB possessor as deserving of an attacker’s attention FIRST. It can also reveal the presence/location of a hidden person.
The FFB is an automatic attack and does NOT take any of the superbeing’s regular attacks/actions per melee. However, the superbeing CAN use an APM to consciously quell this power if he thinks/knows he may be in a situation where this power might be activated.
Range: 50 ft +50 ft per level of experience
Damage: Equivalent to the Horror Factor. So getting scared with a Horror Factor of 12 means the percieved source of the Horror Factor gets hit with 12 points of damage.
Duration: Instantaneous, the melee of being frightened
Bonuses: AUTOMATICALLY strikes and bypasses Armor Rating. Goes to SDC first before Hit Points if the target has both SDC and HP.
Note: The possessor of this power is still subject to the normal effects of Horror Factor unless they have other modifiers(M.E., OCC bonuses, other superpowers).
Stone Gargoyle wrote:[Wouldn't this be better if it were 1d6 per Perceived Horror Factor? Also, is this a specific type of energy which someone might have an immunity to? And why does it bypass armor? Wouldn't some forms of armor be protected against it?
taalismn wrote:Stone Gargoyle wrote:[Wouldn't this be better if it were 1d6 per Perceived Horror Factor? Also, is this a specific type of energy which someone might have an immunity to? And why does it bypass armor? Wouldn't some forms of armor be protected against it?
You mean 1d6 per POINT of H.F.? Wow....that could result in some series buckets of dice being rolled for high-end monster ambushes. Might even toast some critters right off the bat, first melee.
"BOO!"
*FZAP!*
"...... ...."
"YOU KILLED BENNY!"
"Okay, that's why it's a good idea NEVER to frighten Bob, especially if you're a dragon."
Energy type? Ouch. That's a tough one. I'd have to specify some sort of generic bio-energy akin to psionic energy blasts. This is SUPPOSED to be able to affect supernatural critters including undead, so I don't want to specify a definite 'mundane' attack type like Fire, Water, Electricity.
Because it's a form of bio-energy, I'd say that (inanimate) energy-resistant armors, shields, and magic DO protect against it, but simply being a vampire resistant to fire isn't going to cut it.
Gonna have to mull this over.
Stone Gargoyle wrote:[16d6 isn't going to do much to most types of creatures with serious Horror Factor. If this is suppsed to do that kind of damage to supernatural beings and dragons, I would make it a major and multiply the damage times ten. If it is supposed to affect undead, make the energy light, and have it do double damage against supernatural evil and the undead.
Glad I could help.taalismn wrote:Stone Gargoyle wrote:[16d6 isn't going to do much to most types of creatures with serious Horror Factor. If this is suppsed to do that kind of damage to supernatural beings and dragons, I would make it a major and multiply the damage times ten. If it is supposed to affect undead, make the energy light, and have it do double damage against supernatural evil and the undead.
Maybe a Minor and a Major form?
In original from this was going to be more of a disorienting light-damage attack rather than an all-out smackdown, an instant quick response lash-out that might buy the possessor some time(orovided they aren't paralyzed witb fear)...but I can see a number of variants on that theme, including an instant 'tazer' or 'flashbulb' attack if major disorientation is the desired effect.
A truly DANGEROUS variant, in terms of shortcomings, might
Your suggestions for the Major upgrade will be taken to heart in the revision. Thanks!
Stone Gargoyle wrote:Glad I could help.taalismn wrote:Stone Gargoyle wrote:[16d6 isn't going to do much to most types of creatures with serious Horror Factor. If this is suppsed to do that kind of damage to supernatural beings and dragons, I would make it a major and multiply the damage times ten. If it is supposed to affect undead, make the energy light, and have it do double damage against supernatural evil and the undead.
Maybe a Minor and a Major form?
In original from this was going to be more of a disorienting light-damage attack rather than an all-out smackdown, an instant quick response lash-out that might buy the possessor some time(orovided they aren't paralyzed witb fear)...but I can see a number of variants on that theme, including an instant 'tazer' or 'flashbulb' attack if major disorientation is the desired effect.
A truly DANGEROUS variant, in terms of shortcomings, might
Your suggestions for the Major upgrade will be taken to heart in the revision. Thanks!
taalismn wrote:Stone Gargoyle wrote:Glad I could help.taalismn wrote:Stone Gargoyle wrote:[16d6 isn't going to do much to most types of creatures with serious Horror Factor. If this is suppsed to do that kind of damage to supernatural beings and dragons, I would make it a major and multiply the damage times ten. If it is supposed to affect undead, make the energy light, and have it do double damage against supernatural evil and the undead.
Maybe a Minor and a Major form?
In original from this was going to be more of a disorienting light-damage attack rather than an all-out smackdown, an instant quick response lash-out that might buy the possessor some time(orovided they aren't paralyzed witb fear)...but I can see a number of variants on that theme, including an instant 'tazer' or 'flashbulb' attack if major disorientation is the desired effect.
A truly DANGEROUS variant, in terms of shortcomings, might
Your suggestions for the Major upgrade will be taken to heart in the revision. Thanks!
I should probably complete the sentence(when I was interrupted by a reference question) "A truly DANGEROUS variant, in terms of shortcomings, might ..."
-be an omni-directional reflexive blast, which would make it serious liability to be standing next to the guy if he gets scared, and would make the guy staying away from crowds a good idea...
gottork1967 wrote:ok I had a spell in AD&D that I made but not sure how to make this into a super power, any help would be excellent
Oxygen Deprivation
Basically stopping all air molecules in a specified area for a specified amount of time, with tweaking also limiting air in that same area
Also another one
Blood Boil
Making the molecules in their blood stream super heat and maybe not cause them huge damage but definetely causing them extreme discomfort or pain but this one I never wrote up, there was a character in X-force who did this to the team or a few members, his name was exodus , if that helps