the drunken werebear wrote:AJ Pickett wrote:Well this thread is officially over.
give me the paddle stat
"clear"
<jolt>
gonna need atleast two new powers in the next 24 hours
god wheres iczer when you need him
I hear oh mighty werebear, and I obey.
Heaven forfend I upset our resident Lycanthrope
Bubble field [Minor] By Iczer
'Hate to burst your bubble fella.'
The character can create a circular immobile field around himself, creating a flat bottomed sphere that repels physical force as well as many forms of energy.
1) Size: the bubble is 4 feet across (radius) and grows an extra foot in radius per level. Creating this field forces all items withijn range to be flung away. the character's clothing is excused, as owuld be anyone the character were holding *very* closely but otherwise, all objects within range are flung outwards, inflicting 2d4 damage from the force. Immovable objects, such as objects weighing several tons, or solid walls, cause the bubble to burst (see below)
2) Bursting the bubble: the bubble has a virtually unlimited supply of SDC and simply cannot be broken. However as the field is suspended by the character's will, any damage that is inflicted against the field strains the willpower of the user. After any attack hits the field, compare the damage to the character's ME. If the damage is lower, then the field remains. if it is higher, the character needs to make a saving throw (14+ ME bonuses apply). Every 6 points of damage in excess of the character's ME increases the save difficulty by +1. If and when the field goes down, the character is stunned for 1d4 melee rounds (cannot perform any meaningful actions, and defends at -4)
3) Mobility: typically the field is immobile. at 5th level, the character can choose to make the field mobile. in this field the character can move at double his normal speed by 'rolling' inside the field, but he is required to make a sense of balance check every 100 yards or fall. moving at half speed removes the need for this roll. Remember, the field has to be shut down for the character to move through narrow openings. Also a mobile bubble is vulnerable to knockback. Any damage inflicted is increased by 50% when considereing how much knockback is to be considered.
Tap camera [Minor] By Iczer
'Don't pull nuthin' fancy now, I got eyes everywhere'
The character can tap into nearby cameras and microphones, reviewing information from a variety of sources, including those of his enemy.
1) Locate source: the character can feel the location of microphones and cameras within 45 feet, plus 15 feet per level. This is instant if the device is actually working at the time. The character is immeadiately aware when such a device is nearby, including bugging and other surveilance devices that recieve and transmit or record. It also includes bionic ears and eyes.
2) Tap source: when he has identified a source, he may simply eavesdrop on it. The character can tap one device per level without confusing his senses with multiple perceptions. In this fashion, he can eavesdrop on telephone calls, examine the footage being taken by a nearby TV camera, observe the line of sight of a security camera, or have a heads up when a cyborg spots a team mate.
Power Hose [Minor] By Iczer
'SQUIRT?! I'll show you squirt'
The character can touch a source of water and propell it forcefully in a direction of his choice. The character can shift 10 gallons per action, plus 2 gallons per level. The character can fire this liquid up to 60 feet plus 15 per level. when used to strike a specific target, the character has +4 to strike (no bonus if a wild shot). 5 gallons propelled at force inflicts 1d4 damage.
At 4th level, the character can propell sand, dust, dirt and other particulate matter. the amount hurled is significantly less (half) but the damage is greater (1d4 per 3 gallons)
Microwave vision: [Major] By Iczer
'Heat vision? HA!..You wish'
The character can generate microwave energy inside himself and expel it from his eyes with innate and terrible targetting.
1) Microwave burst: a powerful burst.
Attacks: Once per melee action.
Range: 500 feet +25 feet per level.
Duration: instant
Bonus to strike +3 with aimed shot, +1 wild
Effect: 1d6x10 +5 per level. plus see #4 for special effects
2) Concentrated blasts
Attacks: once per melee action
Range 700 feet +25 feet per level.
Duration: instant
Bonus to strike: +6. +9 if the character expends 2 actions to aim. unable to be used wild.
Effect: 3d6 +1d6 per level. Plus see #4 below for special effects
3) Mini pulses
Attacks Once per melee action
Range 200 feet +10 feet per level.
Duration: instant
Bonus to strike +2. shots are considered wild
Effect: 2d6 per pulse. Plus see #4 below. This ability produces 3 rapid fire pulses from the eyes. the character can roll to hit a single opponent (damage is as a short burst, IE x2) or can be split to hit multiple opponents (3 strike rolls)
4) special effects: Microwaves boil liquid, causing the most damage to normal, living beings. innanimate objects take half damage, minus their AR (so 40 damage to a character with aps Stone (AR 16) will take 20, minus his 16 AR. Microwaves penetrate worn armour very well though. Natural AR's over an otherwise flesh and blood body are considered to have their AR rated at 4 points lower. Worn armour is next to useless unless metal. A strike under the AR of worn armour causes half damage to the armour and half to the wearer. Machines (including robots, cyborgs and superinventions) are particularily injured by this, taking double normal damage.
5) Other abilities: the character can see microwaves, and to a much lesser extend other forms of radiation. He can see microwave transmissions as well as active microwaves. He can emit a low level of light that illuminates like a torch. The character is resistant to heat and radiation (half damage/effect from either)
Gas absorbption and expulsion [Major?] By Iczer
'So tell me again why I can't call myself "the Gassman?"'
The character can absorb and then expel gasses. Working like a gas sponge, the character can utilise gasses (of which there are plenty) in a variety of methods
1) Flight: by absorbing and then expelling gas, the character can propell himself through the air with a speed of 3d6+20, plus 5 per level. The character is +2 to dodge while in the air. the character cannot fly while in a vacuum, nor underwater
2) Negate gas attacks: with a wave of his hand, the character can absorb clouds of gas up to 50 feet away, safely stroing them inside himself. the character can absorb a 10ft cube every level of gas, to be released or negated at a later date. when used against a character transmuted to gas (including vampires in mist form) the recipient takes 1d4x10 damage and must save vs stun (14+) or revert to human shape.
3) Recreate gas attack: any gas attack the character has stored, he can create again at a later date.
4) Immunity to gas attacks: the above ability notwithstanding, the character has an instinctive ability to absorb only the gasses he can breathe, while excluding any he cannot. Gasses that affect the character through the skin are similarily ignored.
Sever: [Minor] By Iczer
'prepare to make pain your friend'
The character generates a field that assistas in the cutting of any matter he contacts with. Bare handed, he inflicts 2d6+10 damage as cutting wounds (add PS damage bonus). this is a disruptive attack that splits matter. As such it ignores natural Armor ratings.
This power has two particular weaknesses. The first is opponents who are invulnerable. Invulnerable opponents take 1d6+5 damage per hit, regardless of actual PS bonuses.
Shapeshifters are another concern and are able to recover from the rending this power entails. shapeshifters are immune to extra damage caused by this power (but not any extra damage delivered by PS bonus). in the same vein, characters in mist or water form remain immune to this power.
Forcefields are impervious to this power. they are not made of matter.
Share life force [Minor] By Iczer
'Giving is so much better than recieving'
The character can simply give away his HP to others, in order to stabalise the dying and to bolster the living but injured. Transferring HP works at a 1:1 rate. Giving a person HP when they are injured, but not out of SDC, each HP becomes 2 SDC.
Other bonuses:
Character can survive to double his PE below zero before he passes on.
Character gains +1D4 PE
Character Gains 3D6 HP
Will over body [Minor] By Iczer
'Ughhh..mind control hurts like a biatch'
The character has the ability to resist psychic (and to a lesser extent toxins and magic) by sacraficing his body mass, effectively creating the conditions for resistance from his own fleash and blood.
Effectively, whenever the character fails a save vs psionics (against a psionic power or a pseudo psionic super power) he may inflict damage upon himself rather than submit to the effect. this burning of flesh and matter inflicts as much damage as half the save result required. (most psionics need a 16, so this inflicts 8 damage)
Toxins may also be negated in this fashion, as can diseases, and many effects of magic. the character, upon failing a saving throw, burns off as many HP as the save requires.
Burst [Minor] By Iczer
'Ok guys..I can do this i justneedtospeeduprellyrellfst'
The character Mass produce chemicals in his body and pump up his reflexes and reaction time for very short bursts. When the character performs this feat (which takes an action) his PS and Spd attributes double for one melee round (plus one additional round at levels 3,5,7,9,11,13 and 15). apart from all other bonuses, the character also gains a +6 to initiative and an extra 2 actions for the affected melee round (s). When the burst ends, the character slows back down. the character is fatigued for the next 20 minutes (half speed -2 to combat attributes, minus one action per melee and -10% to all skills). The burst can be performed safely once per day per level. Any 'unsafe' bursts involve taking 3d6 HP per melee for the duration of the burst.
Planetary: [Major] By Iczer
'I'm a True child of mother earth. I am born anew each day'
The character can simply become one with the planet by touching bare earth with an uninterupted reach to the core (a box of dirt will not suffice) he can sink into it and disperse throughout it's mass. while 'submerged' the character is unaware of normal events on the surface, but becomes attuned to the movements within, feeling the sloshing of the molten core, as well as earthquakes and volcanoes as they move. The character has no control over these events. The character may emerge anywhere on the earths surface after submerging in this fashion (but is unaware what's around his point of return) But he cannot go through concrete, roadworks, trees, steel or any man made surface. (He may appear in the gobi desert or on everest just fine, but not in any reliible location in chicago. The character requires a minute to collect his thoughts after submerging, but may stay under for an indefinate period, healing at 3 times normal rate while submerged and is effectively 'resting' the whole time.
Teleport variant: Summoning [Major] By Iczer
'Aha!...I may look like I'm all alone..but with a wave of my wrist...presto..instant goon!'
The character can teleport or be teleported on command. By touching another he can forge a link to them, via quantum tunnelling, that allows him to travel to his location at any time. This link must be consensual, and either party can cancel it at any time, and moving out of it's range automatically severes the link.
Range: 1 mile per level.
Effect of the link: The link allows three different effects.
1) The character may teleport to his target. this is instant teleportation. The target is not forewarned in this instance of the character's immanent arrival (except perhaps by telephone or other long range communication). Likewise, the character has no normal idea of the arrival conditions. The character always arrives safely as long as the target has a free space for him to do so within 10 feet.
2) The character can summon the linked partner. In this instance, there MUST be a safe place for the target to arrive. the target gets a buzzing as this occurs, and may choose to ignore it. If ignored, then the character may try again. To ignore a second summoning within a minute, the target must save vs summoning (14+ ME bonuses count)
3) The character can set a condition that triggers one of the above effects. Dropping below 0 SDC, taking fire, being shot at etc are all acceptable. this is done when the link is made.
The character can have only one link active at any time, and only to living, sentient beings. he gains another link at levels 4,8 and 12.
Batts
"Sorry Drewkitty, the laws of physics were defeated by Iczer way back in like, the first ten pages of this thread." A.J. Pickett
“Iczer, you are a power generating machine.” - Mr Twist