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Stone Gargoyle
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Unread post by Stone Gargoyle »

I started my GM career with just one player. But you know what? I can always count on him coming back for more punishment. :lol:
My gaming sessions generally have averaged three players and myself.
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Unread post by MrTwist »

wolfsgrin wrote:Keep em coming guys, my player and I (yes I meant player :( ) appretiate the good works.


All of my powers are untested. Do me a favor if you ever end up using anything I've made and let me know how it works out. Playtesting is the ultimate feedback in my eyes.
"Do you even know what the word theory means? You must think it means '**** that you make up'."
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wolfsgrin
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Unread post by wolfsgrin »

MrTwist wrote:
wolfsgrin wrote:Keep em coming guys, my player and I (yes I meant player :( ) appretiate the good works.


All of my powers are untested. Do me a favor if you ever end up using anything I've made and let me know how it works out. Playtesting is the ultimate feedback in my eyes.


well a lot of the powers, by you, Ice, and Stone, have helped me ground my games and give it more of a Mystery Men/All Stars/JSA feel. They just have more specific things in mind and helps narrow down the scope and has inspired me to retool given powers so they are not so much of a broad stroke. The power mechanics are easy to use and have good effects for game descriptions. A lot of the powers give appropiate bonuses so you don't have to stack to make a theme work and potentially munchkinizing a character. I hope to add quite a few of my own. But I'm at a loss for words when it comes to laying them down in a format that is legiable for everyone. My head tends to be unfocused and chaotic at best. It works for me, but is a *$%# for most to read. Sometimes I wonder how my games seem so orginized once it gets out of the mouth. lol
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Stone Gargoyle
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Unread post by Stone Gargoyle »

wolfsgrin wrote: a lot of the powers, by you, Ice, and Stone, have helped me ground my games and give it more of a Mystery Men/All Stars/JSA feel.


Thank you. I write and draw comics even though I am unpublished and try to model powers afdter characters I have created.

They just have more specific things in mind and helps narrow down the scope and has inspired me to retool given powers so they are not so much of a broad stroke.


I found that many of the powers had things I ddid not want them to have and started modifying them into variants and actually breaking down powers in some cases to get to the bare bones to rebuild them.

The power mechanics are easy to use and have good effects for game descriptions. A lot of the powers give appropiate bonuses so you don't have to stack to make a theme work and potentially munchkinizing a character.


That is the purpose of powers like Plasmatic Teleport. You could easily give teleport to an APS Plasma character and do the same thing, but then it becomes an out of control situation. Creating a power with limited applications limits joyriding ultra-powerful characters.

I hope to add quite a few of my own. But I'm at a loss for words when it comes to laying them down in a format that is legiable for everyone. My head tends to be unfocused and chaotic at best. It works for me, but is a *$%# for most to read. Sometimes I wonder how my games seem so orginized once it gets out of the mouth. lol


That is why some of the powers I write are structured similarly and reshuffle subabilities. It becomes a mess trying to word things differently when the power does essentially the same thing and will have the same ranges, damages, etc.
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Stone Gargoyle
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Unread post by Stone Gargoyle »

MrTwist wrote:All of my powers are untested. Do me a favor if you ever end up using anything I've made and let me know how it works out. Playtesting is the ultimate feedback in my eyes.


You powers actually play better than Iczer's in many cases. One of my players actually will not create a character with optional powers by him. It is funny because the bulk of the optional powers I have collected are written by him. Some of your powers get a groan here and there, but generally have good application. Control Cheese was a good example of that.
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Unread post by MrTwist »

wolfsgrin wrote:
MrTwist wrote:
wolfsgrin wrote:Keep em coming guys, my player and I (yes I meant player :( ) appretiate the good works.


All of my powers are untested. Do me a favor if you ever end up using anything I've made and let me know how it works out. Playtesting is the ultimate feedback in my eyes.


well a lot of the powers, by you, Ice, and Stone, have helped me ground my games and give it more of a Mystery Men/All Stars/JSA feel. They just have more specific things in mind and helps narrow down the scope and has inspired me to retool given powers so they are not so much of a broad stroke. The power mechanics are easy to use and have good effects for game descriptions. A lot of the powers give appropiate bonuses so you don't have to stack to make a theme work and potentially munchkinizing a character. I hope to add quite a few of my own. But I'm at a loss for words when it comes to laying them down in a format that is legiable for everyone. My head tends to be unfocused and chaotic at best. It works for me, but is a *$%# for most to read. Sometimes I wonder how my games seem so orginized once it gets out of the mouth. lol


Most of my powers were posted while drunk, or trying to become drunk. I find my writing flows more freely that way. It's probably due to a reduction in inhibitions causing me not to rethink every line just before I type it.
"Do you even know what the word theory means? You must think it means '**** that you make up'."
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Stone Gargoyle
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Unread post by Stone Gargoyle »

Mr. Twist wrote:Most of my powers were posted while drunk, or trying to become drunk. I find my writing flows more freely that way. It's probably due to a reduction in inhibitions causing me not to rethink every line just before I type it.


I like to wait until I am good and tired, as my creative flow is best when my mind is alert but my body wants to shut down, reducing nervous energy.
If anyone has feedback or ideas on other variant teleport power, there is a thread below this one that I started for that purpose. All contributions are welcome. That also goes for winged flight variant powers ideas, which can be contributed to in the Winged flight Options thread which I am trying to jumpstart again.
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Iczer
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Unread post by Iczer »

Shell: [Minor] By Iczer
'That's it boys...sneak attacks are welcome here'

The character has a defensive natural armour which is stronger where the character is weakest.
The character enjoys an AR of 12 and an SDC bonus of +10 (+5 per level). However, the power concentrates defence on the back and armound vulnerable organs granting the following bonuses.
* AR 16 against attacks from behind or against vunerable organs
* Attacks from behind see their damage reduced by 8 +2 per level.

Furthermore, by positioning himself defensively (typically side on, limiting his profile size and exposing less of his body to an opponent) he may increase his parry and dodge by 3 vs that single opponent and provides half the listed damage reduction against that opponent.

Spare limb [Minor] By Iczer
'Here you go...let me lend you a hand'

The character can generate an energy limb that typically erupts from his chest or back. the limb adds one extra attack per melee and posesses the following attributes
* PS equal to the character's PE attribute (is extraordinary)
* Has a PP of 16
* Has an SDC of 30, plus 20 per level and regenerates 2 SDC per minute
* Has a reach of 12 feet plus 3 feet per level.
* Has +4 to strike and +6 to parry.
* Inflicts 2d4 damage on a punch or slap (plus PS bonuses)

The limb can also be used to absorb damage from attacks. the character may simply interpose the limb over the attack (requires an action, and probably a strike roll). if successful, the limb absorbs the damage. the limb's 'hand' can be spread over a 4 foot diametre and can be used to engulf a grenade easilly. Creating the limb requires a melee action, but it may be maintained indefinately.

Variable field: [Minor] By Iczer
'I'll get to you in a minute Chiller, first I have to lay the smack down on this guy'

The character generates an energy field around himself that splinters and cracks over time, releasing a corona of energy at will.
The field provides 50 SDC (+10 per level) and an AR of 12 which regenerates at a rate of 5 per minute. The character can vary the field's permiablility, letting some damage through while letting the field absorb the rest.
When cracked however, (takes any damage), it releases it's energy energetically.
If the field takes any damage, the character becomes coated in an energy field that inflicts 2d6 damage upon contact until the end of the melee. The damage field has a damage bonus of 2 points per level, OR the damage absorbed, whichever is lower
[Jackson (4th level) is struck by Pumathon for 12 damage. Jackson's variable field absorbs 12 and Jackson erupts in a 2d6+8 energy field until the end of the round]
The character can 'crack' his own variable field, inflicting 1d4 damage to his field at will without expending an action.
The character must expend an action to start up the field, and one more action per round to maintain.
The character can also change what type of energy he radiates every round with the field. Energy options are electricity, heat/fire, light/radiation, cold, and sonic.
Once the variable field is destroyed, this power ceases operation until he regenerates at least half his field's SDC

Cutter: [Major] By Iczer
'Sharp? I know'

The character generates a field around himself that slices matter at it's very core, shearing molecular bonds.
1) Dangerous to touch. When the character has this power active, anything he applies pressure to takes 2d4 damage. this is damage added to punches and kicks as well as to grapples and holds. while it is safe to slap or punch this character, his parries also inflict this damage to the target. Should a target parry this character, or be protected by natural armour, the takes the base 2d4 damage only. Invulnerable characters take 1d4.
2) Slicing ray: The character can direct his cutting field outwards at a target.
Attacks: 2 actions are required to use this aspect of the power
Range: 60 feet +10 feet per level
Bonus to strike: +4. aimed attacks only. is -2 to dodge
Damage: 2d4 +1d4 per level. Ignores AR (natural or otherwise). Invulnerable characters, or character's invulnerable/resistant to kinetic/cutting damage take half damage.
*Special: as a directed ray, if the character follows up a use of slicing Ray with another slicing ray, it can be considered a continuous beam. each successive use counts as a single action to use and adds +2 to strike as the character corrects his aim. this continues until the character cannot make another attack or until he stops using it.
3) other bonuses: +2 PP and +6 Spd (slices through the air)
Critical strike is reduced by one place (so a 19-20 at first level is a critical hit) when using this power.
Character is resistant to cutting and pericing attacks (half damage) blunt kinetic or energy attacks do normal damage
+1D4x10 SDC

Batts
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MrTwist
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Unread post by MrTwist »

Iczer wrote:Spare limb [Minor] By Iczer
'Here you go...let me lend you a hand'

The character can generate an energy limb that typically erupts from his chest or back. the limb adds one extra attack per melee and posesses the following attributes
* PS equal to the character's PE attribute (is extraordinary)
* Has a PP of 16
* Has an SDC of 30, plus 20 per level and regenerates 2 SDC per minute
* Has a reach of 12 feet plus 3 feet per level.
* Has +4 to strike and +6 to parry.
* Inflicts 2d4 damage on a punch or slap (plus PS bonuses)

The limb can also be used to absorb damage from attacks. the character may simply interpose the limb over the attack (requires an action, and probably a strike roll). if successful, the limb absorbs the damage. the limb's 'hand' can be spread over a 4 foot diametre and can be used to engulf a grenade easilly. Creating the limb requires a melee action, but it may be maintained indefinately.


Batts


I had been thinking of something rather similar over the course of the day. I do like yours, but I still am going to post mine. Sometime. I think. Maybe.
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Stone Gargoyle
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Unread post by Stone Gargoyle »

Ooh, I love the Variable Field power. :-D
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NMI
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Unread post by NMI »

attempted to go through this thread and prune out all of the deleted posts/comments/etc... took so long that my session with the boards timed out and all of the posts I had highlighted would need to be re-highlighted which would just time out,etc... oh well. When the next version of the boards is installed, I will be able to prune them much easier.
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Stone Gargoyle
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Unread post by Stone Gargoyle »

Thank you, NMI.

I will be posting more powers soon. I just have been rather busy in the Guild of Magic and Psionics posting a great deal of spells in the new Invented Spells thread.
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Roscoe Del'Tane
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Unread post by Roscoe Del'Tane »

Sorry about taking so long in fixing this, I got distracted in one of the other threads (Rifts Dimension Books: Fan Races). Now I'm back, and have tried to fix this power. Hope this works things out a bit better.

Stone Gargoyle wrote:You muse is named BOB? :-P
But seriously, I concur with the Stat power being confusing. Maybe if you made the number system more uniform and systematic. It seemed to be all over the place.
Oh, and Bob's real name is Bob THe Psycotic Evil Clown Smily Face, he's an Evil muse who whacks me over the head with his Inspiration Bat to give me ideas.

Stat Pool {Major} by Roscoe Del’Tane
"Oh man, poor Sammy Joe is trapped under that unstable boulder. GRAAHAYI! Okie, me move rock now, stand back."

With this power, the character has an extra amount of generic stat points that they can apply as they need them.

1) Statistics Point Pool: Characters start with 10 + P.E. S.P. Points. They gain half their P.E. every level.

2) Statistics Boost: Character can boost his physical and mental attributes on a 1:1 basis. Put five points from the pool into strength, you get stronger, etc. Stats can be moved from ‘normal’, to ‘super’ by spending more points. 5 points will grant you an extraordinary stat, 15 a superhuman, and 25 a supernatural stat. There is a time limit of 5 minutes per level, before your stats go back to normal. S.P.P. gets refreshed every 12 hours (-1 hour at level 4, 7, 10, and 13). Adding points costs one APM per stat boosted (boost P.S., P.P., and M.E. would be 3 APM, no matter how many points were sunk into them).

3) At fifth level, the character can draw points from his normal stats and post them elsewhere on a 1 to 1 basis for two minutes, plus one per additional level. Once the time limit expires, they are lost until the S.P.P. is reset. These points can only be taken from P.S., P.P., P.E., M.A., and M.E. Points take from those areas can only be placed in others from the list, and must be placed in one stat (5 points taken from P.P. must go wholly into P.S., P.E., M.E., or M.A.). You cannot take more than 3 points at level five (+2 per additional even level), and not more than half the stats base points (round up). Drawing base stats out costs 1 APM, and redistributing them costs another 1 APM (Pumping your P.S. to Supernatural, drawing 5 points from P.E. and putting them into M.E. would be 3 APM), if you do not have the points to both draw and redistribute, you cannot store them till the next melee. You must do it all in one go, or not do it all.

4) Bonuses: Character heals twice as fast as normal.
Characters shape changes slightly when S.P.P. are used (Boost strength and you look more muscular, boost speed you look thinner, you get the picture), but not enough to act as an effective disguise. P.B. changes will make the person more attractive, but they will still be recognizable as themselves, simply looking like they had a professional make-up artists working on them.
Character gains an extra die from all stat boosting powers and skills attained at character creation.
Character gets 2d6 S.D.C. per level.
Character can lift and carry an extra 10% per even level.


I think that addresses all the points made in the previous posts, I hope this makes it a bit more balanced and logical.
You'd be suprised at what the G.M. will allow with a little blackmail and bribery...

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Crazy Lou
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Unread post by Crazy Lou »

Sorry, but what's an APM, and what do you mean the "Character gains an extra die from all stat boosting powers and skills attained at character creation?"
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Stone Gargoyle
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Unread post by Stone Gargoyle »

Good work, Roscoe. Much more concise.
APM is Attacks Per Melee and means the same thing as when one lists how many attacks a certain power uses to activate.
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Unread post by MrTwist »

Crazy Lou wrote:Sorry, but what's an APM, and what do you mean the "Character gains an extra die from all stat boosting powers and skills attained at character creation?"


I'm guessing it's referring to the bonus dice gained by a skill or power.

Therefore, if skill x gives you 4D4 to SPD, then because of this power it actually gives you 5D4. If it gave a straight bonus, like +2 to PS, then there'd be no added effect.
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Roscoe Del'Tane
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Unread post by Roscoe Del'Tane »

MrTwist wrote:
I'm guessing it's referring to the bonus dice gained by a skill or power.

Therefore, if skill x gives you 4D4 to SPD, then because of this power it actually gives you 5D4. If it gave a straight bonus, like +2 to PS, then there'd be no added effect.


Got it on the first shot oh Twisted One! the idea is that the character's body responded better to the athletic conditioning and got stronger beyond the normal scope of the bonuses. Of course, this only applies to the ones chosen at creation, they don't have the time to bulk themselves up after that.
You'd be suprised at what the G.M. will allow with a little blackmail and bribery...

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Stone Gargoyle
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Unread post by Stone Gargoyle »

Well, I guess I can post a few in between posting more spells.
This one utilizes a subability invented by Iczer for Lipase Control.

Mega-Girth(Major) by Stone Gargliczer
The character has massive fat with amazing abilities.
1.Adipose Manipulation
The character has 25-30 pounds of fat which can be used to form a limb from the fatty reserves, usually a hand forming in the swollen gut. The limb provides an extra attack per melee but has poor dexterity (-2 to wield weapons), -10% to relevant skills), although it still possesses the full strength of the character, inflicts 1d6 damage from a punch or slap , and can extend up to 10 feet away per every 20 lbs of excessive weight. He can also cause his body to jiggle unnaturally or perform quirky feats (like crushing a beer can on his belly).
2.Heavyweight: As per the minor super ability
Bonuses: +2d4X20 lbs
+1d6X10 +12 SDC
Natural AR of 8
+10 damage from punches, kicks, headbutts, body flips and hand-held melee weapons
Reduce speed -20%
3.Impact Resistance: As per the minor super ability
No damage from the first 20 points of physical damage in a melee round; half damage from punches, kicks, melee weapons, bullets, arrows, thrown weapons, explosions, force bolts, and similar.
Limits: Not effective against radiation, lasers, fire, electricity, plasma and most other forms of energy, nor spell magic or magical weapons or most psionic attacks.
4.Other Abilities and Bonuses:
Heals at three times normal rate
+1d6 PS
The character takes only half damage from cold
5. Limitations: The character has difficulty passing through normal doorways and will crack floorboards if jumping up and down repeatedly.

This is just a splice and dice power, but it works.
Last edited by Stone Gargoyle on Mon Jun 04, 2007 5:52 pm, edited 1 time in total.
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Stone Gargoyle
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Unread post by Stone Gargoyle »

Here is another splice and dice power:

Mega-Hooves(Major) by Stone Gargoyle
The character has huge, oversized hooves he can use for a variety of effects.
1.Increased Kick Damage: +2d6 to kick damage
2.Shockwave Stomp: Stomping one of his feet on the ground, the character can generate a shockwave of energy that ripples along the ground toward a specific target. This attack can only be done if the character is standing on the ground or a stable floor, like the inside of a building or on the deck of a large ship.
Range: 20 feet per level
Area of Effect: The shockwave hit everything along the ground in a straight line until it strikes the intended target or runs its full range, whichever comes first. Each target along the path of the shockwave takes damage unless they make a successful dodge.
Duration: Instant
Damage: 4d6 per stomp to everyone and everything in its path.
Attacks per melee: Each stomp counts as one attack
Bonus: +1 to strike, +1 at levels 3, 6, 9, 12 and 15 (no other combat bonuses apply).
3.Immovability: As per the minor super ability
The hero is able to anchor himself to the ground or a large object by manipulating gravitons. Once anchored, the character cannot be moved by anyone with less than Supernatural PS greater than the heroe's own PE, +2 points per level.
Duration: 20 minutes per level
Bonus: +4d6 SDC
3.Cushion Layer: A slight energy layer actually prevents the character from touching the ground, leaving no footprints. Cannot use while using Immovability, as these are seperate applications of the same ability. When this is in effect, the character has no penalties for walking on slick surfaces, having regular movemaent, and is in fact blessed with +1d6 to speed while this ability is active.
4.Other Bonuses: +1d4 to Maintain Balance rolls.
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Stone Gargoyle
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Unread post by Stone Gargoyle »

Skinny Girl wrote:
Stone Gargoyle wrote:Well, I guess I can post a few in between posting more spells.
This one utilizes a subability invented by Iczer for Lipase Control.

Mega-Girth(Major) by Stone Gargliczer
The character has massive fat with amazing abilities.
1.Adipose Manipulation
The character has 25-30 pounds of fat which can be used to form a limb from the fatty reserves, usually a hand forming in the swollen gut. The limb provides an extra attack per melee but has poor dexterity (-2 to wield weapons), -10% to relevant skills), although it still possesses the full strength of the character, inflicts 1d6 damage from a punch or slap , and can extend up to 10 feet away per every 20 lbs of excessive weight. He can also cause his body to jiggle unnaturally or perform quirky feats (like crushing a beer can on his belly).
2.Heavyweight: As per the minor super ability
Bonuses: +2d4X20 lbs
+1d6X10 +12 SDC
Natural AR of 8
+10 damage from punches, kicks, headbutts, body flips and hand-held melee weapons
Reduce speed -20%
3.Impact Resistance: As per the minor super ability
No damage from the first 20 points of physical damage in a melee round; half damage from punches, kicks, melee weapons, bullets, arrows, thrown weapons, explosions, force bolts, and similar.
Limits: Not effective against radiation, lasers, fire, electricity, plasma and most other forms of energy, nor spell magic or magical weapons or most psionic attacks.
4.Other Abilities and Bonuses:
Heals at three times normal rate
+1d6 PS

This is just a splice and dice power, but it works.


:lol: Good one. :lol: Maybe they can take half damage from cold (all that blubber) and either A) Squeeze through holes that would be ordinarily too small for their bulk (but not a hole too small for their skeleton). Or B) have a limitation where they need an entrance big enough to get their immense gut through.


Edited. :lol:
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Stone Gargoyle
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Unread post by Stone Gargoyle »

This power was modeled after Maga-Tail, which I believe appears in PU3.

Mega-Horns(Major) by Stone Gargoyle
The superbeing possesses huge horns which possess unique abilities.

Horn Length and Size: The character's horns are 1d6 feet long and tower over the character's head.
SDC and AR: The horns have 1d4 X100 SDc total and an AR of 15 against all attacks to the head ( appear as horns or antlers of the player's choice).
Horn Damage:
PS 15 or less: 2d6 +PS damage bonus
PS 16-20: 3d6 +PS damage bonus
PS 21-25: 4d6 +PS damage bonus
PS 26-30: 5d6 +PS damage bonus.
PS 31-35: 6d6 +PS damage bonus.
PS 36-40: 1d4X10 +PS damage bonus.
PS 41-50: 1d6X10 +PS damage bonus.
PS 51-70: 2d4X10 +PS damage bonus..
PS 71 or more: 2d6X10 +PS damage bonus.
Strength: Horns are Supernatural in strength for the purposes of pushing or lifting things with the horns.
Energy Blast: The horns act as energy coils which fire electrical energy.
Range: 120 feet per level of experience
Duration: Instant
Damage: 1d6, + 1d6 at every even level starting at level 2
Attacks: Each blast counts as one melee attack; may be fired simultaneously; +2 to strike with energy blasts
Bonuses: The character gets one additional attack specifically with the horns
Penalties: The horns are bulky; -10% to prowl or hide. Horns cannot be hidden and the character will probably have to duck through doorways
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Mega-Leap(Major) by Stone Gargoyle
The character's leg strength is so great that they can leap incredible distances in a single bound.
1.Leaping:
Range: Self. Characters with this ability can leap their PS number X100 feet for normal strength, PS number X150 feet for Extraordinary PS, an amazing PS number X250 feet for Superhuman PS, and a whopping PS number X400 feet for Supernatural PS. Vertical leaping distance is half as much as horizontal jumping distance. Additionally, as long as the character lands on his feet, he can fall twice his horizontal jumping distance without taking damage from the fall itself.
2.Kicking It- Knock Back Attack Variation
Range: same as leaping distance, plus additional based on damage
The character can throw individuals his own weight a distance equal to his leaping distance, plus range equal to the damage of the kick, resulting in an instant knockdown in any case.
01-20 damage: +1d6 feet
21-40 damage: +2d6 feet
41-80 damage: +4d6 feet
81-120 damage: +6d6 feet
121-160 damage: +1d6X10 feet
161-200 damage: +2d6X10 feet
201 or more damage: +3d6X10 feet
Attacks: Uses 1 melee attack/action
Note: Distances doubled for Supernatural PS characters. Additional damage upon impact with ground/obstacles (4d6 or more).
Knockdown effects: Loses Initiative and all attacks for round, 01-10% chance they will be knocked unconscious
Bonus: +3 to Pull Punch and inflict less damage and for less distance.
3.Other Abilities and Bonuses:
+20 SDC
+2d6 Speed
+3 Roll with Punch, Fall or Impact
+3d6 kick damage
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Unread post by Crazy Lou »

Stone Gargoyle wrote:Well, I guess I can post a few in between posting more spells.
This one utilizes a subability invented by Iczer for Lipase Control.

Mega-Girth(Major) by Stone Gargliczer
The character has massive fat with amazing abilities.
1.Adipose Manipulation
The character has 25-30 pounds of fat which can be used to form a limb from the fatty reserves, usually a hand forming in the swollen gut. The limb provides an extra attack per melee but has poor dexterity (-2 to wield weapons), -10% to relevant skills), although it still possesses the full strength of the character, inflicts 1d6 damage from a punch or slap , and can extend up to 10 feet away per every 20 lbs of excessive weight. He can also cause his body to jiggle unnaturally or perform quirky feats (like crushing a beer can on his belly).
2.Heavyweight: As per the minor super ability
Bonuses: +2d4X20 lbs
+1d6X10 +12 SDC
Natural AR of 8
+10 damage from punches, kicks, headbutts, body flips and hand-held melee weapons
Reduce speed -20%
3.Impact Resistance: As per the minor super ability
No damage from the first 20 points of physical damage in a melee round; half damage from punches, kicks, melee weapons, bullets, arrows, thrown weapons, explosions, force bolts, and similar.
Limits: Not effective against radiation, lasers, fire, electricity, plasma and most other forms of energy, nor spell magic or magical weapons or most psionic attacks.
4.Other Abilities and Bonuses:
Heals at three times normal rate
+1d6 PS
The character takes only half damage from cold
5. Limitations: The character has difficulty passing through normal doorways and will crack floorboards if jumping up and down repeatedly.

This is just a splice and dice power, but it works.


This is just a thought, but it seems like he should have a damage deduction for each attack, since the idea (or so was my impression) was that the extra girth absorbs some of the kinetic energy of the attack. Maybe also it wouldn't work vs energy?
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Crazy Lou wrote:
Stone Gargoyle wrote:Well, I guess I can post a few in between posting more spells.
This one utilizes a subability invented by Iczer for Lipase Control.

Mega-Girth(Major) by Stone Gargliczer
The character has massive fat with amazing abilities.
1.Adipose Manipulation
The character has 25-30 pounds of fat which can be used to form a limb from the fatty reserves, usually a hand forming in the swollen gut. The limb provides an extra attack per melee but has poor dexterity (-2 to wield weapons), -10% to relevant skills), although it still possesses the full strength of the character, inflicts 1d6 damage from a punch or slap , and can extend up to 10 feet away per every 20 lbs of excessive weight. He can also cause his body to jiggle unnaturally or perform quirky feats (like crushing a beer can on his belly).
2.Heavyweight: As per the minor super ability
Bonuses: +2d4X20 lbs
+1d6X10 +12 SDC
Natural AR of 8
+10 damage from punches, kicks, headbutts, body flips and hand-held melee weapons
Reduce speed -20%
3.Impact Resistance: As per the minor super ability
No damage from the first 20 points of physical damage in a melee round; half damage from punches, kicks, melee weapons, bullets, arrows, thrown weapons, explosions, force bolts, and similar.
Limits: Not effective against radiation, lasers, fire, electricity, plasma and most other forms of energy, nor spell magic or magical weapons or most psionic attacks.

4.Other Abilities and Bonuses:
Heals at three times normal rate
+1d6 PS
The character takes only half damage from cold
5. Limitations: The character has difficulty passing through normal doorways and will crack floorboards if jumping up and down repeatedly.

This is just a splice and dice power, but it works.


This is just a thought, but it seems like he should have a damage deduction for each attack, since the idea (or so was my impression) was that the extra girth absorbs some of the kinetic energy of the attack. Maybe also it wouldn't work vs energy?


That is what the Impact Resistance does. Energy would still affet him, maybe even worse because he might feel like he is roasting under all that girth.
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Unread post by Crazy Lou »

Sorry, I guess I mis-read. Looking back, I realize that it was right in front of me, :lol:.
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Unread post by MrTwist »

This is that power I mentioned a little bit ago, in response to a post by Iczer.

Quickfist(minor)
"Yeah, I got an extra hand."

This strange power allows the person to create a translucent energy-based limb that lasts only a moment. Since it lasts only a moment, it isn't much use for complex tasks. Simple tasks, like punching an enemy or pushing a button, are ideal for this momentary helpful limb. The limb is attached to the character's body, but can manifest from anywhere on the body below the neck.

Duration: The limb only lasts for a single melee action. It appears, completes it's task, then disappears at the end of the action.
Attributes: The energy limb is composed of a translucent force field. The P.S. of the limb is equal to the character's own P.S. S.D.C. of the limb is 15.
Bonuses:
Since the limb can appear anywhere, the character get's a +1 to strike due to surprise.
+1 attack per melee, usable at any time during the melee round regardless of place in initiative. It can be used to attack, parry, or any other action that can be done within the space of one melee action.
The limb appears outside of the character's clothing or armor, if any is worn.
Limitations:
The extra attack granted by this power can only be used to create the quickfist and use it.
The quickfist can only be used once per melee round, unless it somehow gets destroyed during it's short lifespan. If destroyed, it is gone for 2D4 minutes.
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Unread post by Stone Gargoyle »

Any progress with regard to the Teleport variant power/modifications discussed in the Teleport thread, Twist?
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Unread post by MrTwist »

Stone Gargoyle wrote:Any progress with regard to the Teleport variant power/modifications discussed in the Teleport thread, Twist?


Oh yeah, I forgot about that one. I will get it done, I promise.
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Unread post by Stone Gargoyle »

MrTwist wrote:
Stone Gargoyle wrote:Any progress with regard to the Teleport variant power/modifications discussed in the Teleport thread, Twist?


Oh yeah, I forgot about that one. I will get it done, I promise.


Please do. :-D
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Unread post by MrTwist »

Because of another thread, I decided to revise the Teleport power from HU2 a bit. I've always felt it was a little lacking and should grow with experience. In this revision it is initially weaker but becomes better quickly when the characters grows in level. I added the Reaching, though I wish I could've found a better name for it, to simulate characters in comics who can teleport beyond their normal range even though it's more dangerous.

I also though failure could have more interesting results than what was listed in the book, so I made more possibilities. I had one character in a group, using the power presented in HU2, that ended up teleporting into an object. It just seemed too easy for this to happen, so I made that particular nastiness harder. I figure most teleporters would teleport a lot, and probably fail a lot, so teleporting into an object should be a much rarer occurence than the canon version. I might edit this power to include a bonus or a minus depending on how the teleport takes place. Calm and restful, taking their time, might give the character a bonus to their roll. Stress and combat might have a minus to success attached to it.

Let me know what you think. I've been eyeing Invulnerability also for a revision, though that would take some serious effort.


Teleport:Revised(major)

This power allows the character to teleport, going from one point in space to another without crossing the distance between them. Different people have different methods and looks for their teleport power, but the general stats are the same.

Range: 2 miles +1 mile per level of experience is the maximum 'safe' distance. Anything else to be teleported must be touching the character.

Weight Limit: Self and an additional 300lbs per level of experience. To prevent abuse, only whole objects can be teleported. This means you can't teleport a person's arm off.

Attacks Per Melee: The are two options for this power. The option is chosen at character creation and can't be changed later.
1. Teleport can be used only once per melee round. In this case Teleport can be used without taking up a melee action. Therefore if someone had 4 APM, then they can take 4 normal actions plus they can teleport as a free action.
2. Teleport can be used as often as desired, but each time it is used it counts as one melee action.

Chance For Successful Teleport, in safe range:
Teleporting to a familiar location, or one visible from the character's starting point - 98%.
A place seen only a few times, like between 2-6 - 80% + 1% per level of experience.
A place seen only once - 50% + 3% per level of experience.
A place never seen but described for at least 5 minutes in detail - 40% + 2% per level of experience.
A totally unknown place - 15% + 2% per level of experience.

Reaching: Reaching is when a teleporter needs to get somewhere beyond their normal range. The safe range uses the above listed chances for success, but reaching is much harder.

When reaching from 1-25% beyond the safe range the character suffers a -5% to all chances for a successful teleport.

When reaching from 26-50% beyond the safe range the character suffers a -15% to all chances for a successful teleport.

When reaching from 51-80% beyond the safe range the character suffers a -25% to all chances for a successful teleport. This likely makes teleporting to an unknown place impossible.

When reaching from 81-115% beyond the safe range the character suffers a -35% to all chances for a successful teleport.

When reaching from 116-150% beyond the safe range the character suffers a massive -50% to all chances for a successful teleport.

Reaching beyond 150% beyond the safe range is impossible. As an example, a character needs to get far away fast. If they have a maximum of 5 miles for a teleport, then the maximum distance they could teleport when reaching is 12.5(the 5 mile safe range plus 150%) miles. Doing so is likely a bad idea though.

Results From An Unsuccessful Teleport:
When a teleport is unsuccessful, roll on this following table to see what happens. If the character was Reaching add 10 to their roll.
01-20 - Nothing. The power doesn't work, but still uses up a melee action.
21-35 - Short 'port. The character teleports 1-100 feet away from their current position, but they are very disoriented upon reappearing. -2 attacks per melee, and -3 to all combat rolls. Also suffers a -15% to all skill rolls. This disorientation only lasts for 2 melee rounds after the current one.
36-50 - Missed Jump. The character reappears 1D10x500 feet away from their destination in a random cardinal direction.
51-65 - You Stay. The teleport works fine, except the character stays right where he is. Everything else that was going to be teleported with the character reaches the destination just fine, including clothing.
66-80 - You Go. The teleport works fine, except only the character is teleported to the destination. Anything else they were intending to bring along stays right where it was, including clothing.
81-90 - Power Shortage. The character's Teleport power stops working for 1D4 days.
91-100 - Damaging teleport! Roll on the Damaging Result table that follows.

Damaging Teleport:
Sometimes a failed teleport can do serious harm to the person using the power. If the character was Reaching add 10 to their roll.
01-25 - Hope you can fly because you just teleported 3D6x20 feet above the ground of your destination. Take 1D6 SDC per 30ft fallen.
26-48 - Glimpse of the beyond. While in transit, the character saw something or someplace on a different plane of existance not meant for normal eyes. They are catatonic for 2D6 hours upon their return, and gain 2 temporary insanities randomly rolled. The insanities last for one to two weeks. Roll a D6 for each insanity; a 1-3 means one week while 4-6 means two weeks.
49-69 - Attacked while teleporting. At some point during transit from point A to point B, 'something else' noticed and attacked the character. The character takes 5D6 damage to SDC, and 2D6 damage direct to hit points. Also the character caught a vague glimpse of this 'something else', leading to the character to have a randomly rolled temporary insanity that lasts for one week.
70-92 - Teleport with one or two limbs inside an object/ground. Roll a D4 twice, the same result twice meaning the character lucked out and only one limb needs to be removed. 1 - Left arm, 2 - Right arm, 3 - Left leg, 4 - Right leg. The stuck limb/s are destroyed but the character is still stuck to the object until the limb can be cut free. At least you're where you wanted to go.
93-100 - Teleport inside an object; instant death.
Last edited by MrTwist on Fri Jun 08, 2007 2:48 pm, edited 3 times in total.
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Unread post by Stone Gargoyle »

Well done, Twist. Me likee.
Here is something I came up with this morning.

Ethnic Sense(Minor) by Stone Gargoyle
"Funny, you don't look Jewish."

The character has the automatic ability to sense the racial heritage and ethnic background of everyone he sees. He will know ancestral country of origin and genetic ancestry back seven generations upon a successful skill roll (base skill 60% +3% per level).
In addition, the character gains +10% on Anthropology and any cultural skills, as well as knowing racial insults, slurs and terminology at a skill level of 50% +4% per level and automatically possessing Lore: Redneck and Racial Humor at a skill level of 30% +5% per level.
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Unread post by Stone Gargoyle »

Skinny Girl wrote:Instead of instant death/lost limbs, what if the character's limbs were just trapped in the offending obstacle until someone could remove him/her? (And no, he/she can't just teleport out again; stuck until released).

Might make an interesting encounter if he's fighting some security guards, Nightcrawler, X2 style . . . he's pounding the security guards' bottoms until a roll of 70-92 on the damaging teleport . . . .

"Help . . .? I'm a little stuck here?" (Let's pray the GM in charge of this situation is merciful. :twisted:)


That sort of teleport is generally lethal even if the teleporter survives a short time. They did something like that in the comic book Top 10.
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Unread post by Stone Gargoyle »

Skinny Girl wrote:
Stone Gargoyle wrote:
Skinny Girl wrote:Instead of instant death/lost limbs, what if the character's limbs were just trapped in the offending obstacle until someone could remove him/her? (And no, he/she can't just teleport out again; stuck until released).

Might make an interesting encounter if he's fighting some security guards, Nightcrawler, X2 style . . . he's pounding the security guards' bottoms until a roll of 70-92 on the damaging teleport . . . .

"Help . . .? I'm a little stuck here?" (Let's pray the GM in charge of this situation is merciful. :twisted:)


That sort of teleport is generally lethal even if the teleporter survives a short time. They did something like that in the comic book Top 10.


I wouldn't know . . . never read Top 10.

But I was intending the entrapment to be more humorous (though it could be a dangerous/suspenseful situation real quick) than anything else. The character's trapped limbs wouldn't be occupying the space of the object at the same time. Rather, it would "force out" the stuff in question, whether it be cement, wood or whatever . . . they'd be stuck as though the object in question were molded around the limb. If you've seen Jumanji, then it would be exactly like the scene where Robin Williams/Alan Parrish was stuck in the floor of the mansion.


Well, in this instance it generally refers to the teleporter's molecules suddenly occupying the same space and fusing, often at a molecular level. I suppose it could be funny in a circus freak kinda way. :lol: In Top 10, it was two teleporters fused together, one being a celestial chesspiece, due to the fact that a third teleporter disrupted the "airways" by doing an unscheduled teleport, thus knocking the two into one another and causing them to collide. Sticky, very sticky. :-P
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Unread post by MrTwist »

Skinny Girl wrote:
MrTwist wrote:Damaging Teleport:
Sometimes a failed teleport can do serious harm to the person using the power. If the character was Reaching add 10 to their roll.
01-25 - Hope you can fly because you just teleported 3D6x20 feet above the ground of your destination. Take 1D6 SDC per 30ft fallen.
26-48 - Glimpse of the beyond. While in transit, the character saw something or someplace on a different plane of existance not meant for normal eyes. They are catatonic for 2D6 hours upon their return, and gain 2 temporary insanities randomly rolled.
49-69 - Attacked while teleporting. At some point during transit from point A to point B, 'something else' noticed and attacked the character. The character takes 5D6 damage to SDC, and 2D6 damage direct to hit points. Also the character caught a vague glimpse of this 'something else', leading to the character to have a randomly rolled temporary insanity that lasts for one week.
70-92 - Teleport with one or two limbs inside an object/ground. Roll a D4 twice, the same result twice meaning the character lucked out and only one limb needs to be removed. 1 - Left arm, 2 - Right arm, 3 - Left leg, 4 - Right leg. The stuck limb/s are destroyed but the character is still stuck to the object until the limb can be cut free. At least you're where you wanted to go.
93-100 - Teleport inside an object; instant death.


26-48: How long is the random insanity kept?

70-92,93-00: I realize that Palladium started the "instant death" thing (for obvious reasons, i.e., no two objects can occupy the same place at the same time.) But since this power defies physics, why not let it defy them all the way? Instead of instant death/lost limbs, what if the character's limbs were just trapped in the offending obstacle until someone could remove him/her? (And no, he/she can't just teleport out again; stuck until released).

Might make an interesting encounter if he's fighting some security guards, Nightcrawler, X2 style . . . he's pounding the security guards' bottoms until a roll of 70-92 on the damaging teleport . . . .

"Help . . .? I'm a little stuck here?" (Let's pray the GM in charge of this situation is merciful. :twisted:)


I fixed the missing duration. As for the instant death/lost limbs, well I did kind of like the danger. I just thought instant death was too easily rolled, so I made it much more difficult. The options can be removed entirely for GM's that find it a little too dangerous.
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Unread post by taalismn »

Stone Gargoyle wrote:Well done, Twist. Me likee.
Here is something I came up with this morning.

Ethnic Sense(Minor) by Stone Gargoyle
"Funny, you don't look Jewish."

The character has the automatic ability to sense the racial heritage and ethnic background of everyone he sees. He will know ancestral country of origin and genetic ancestry back seven generations upon a successful skill roll (base skill 60% +3% per level).
In addition, the character gains +10% on Anthropology and any cultural skills, as well as knowing racial insults, slurs and terminology at a skill level of 50% +4% per level and automatically possessing Lore: Redneck and Racial Humor at a skill level of 30% +5% per level.


"Well, Clark...I can honestly tell you...you're not from around these parts..."
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Unread post by Crazy Lou »

I'm embarrased to say that I have hardly any HU books, and mostly everything I know from second-hand experience. I was wondering if there was an actual super power for telekinesis, or if it was only ever listed as a psychic power, b/c if there isn't one, then I was going to make it. But I didn't want to post one and not know I wasn't making almost the exact same thing again. This was b/c of another thread, I think in the magic/psionics section that talked about making psychic characters even remotely comparable to those found in comics.
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Unread post by MrTwist »

Crazy Lou wrote:I'm embarrased to say that I have hardly any HU books, and mostly everything I know from second-hand experience. I was wondering if there was an actual super power for telekinesis, or if it was only ever listed as a psychic power, b/c if there isn't one, then I was going to make it. But I didn't want to post one and not know I wasn't making almost the exact same thing again. This was b/c of another thread, I think in the magic/psionics section that talked about making psychic characters even remotely comparable to those found in comics.


There isn't a telekinesis super power in any of the books, though there are versions of it out there on the web. There might even be one or two buried within this thread.

I think that even though the comic books blur the lines between powers and psionics, HU2 seems to keep them separated. There are a couple powers, if you had the books, that could simulate psionic telekinesis.
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Unread post by leonmallett »

MrTwist wrote:
Crazy Lou wrote:I'm embarrased to say that I have hardly any HU books, and mostly everything I know from second-hand experience. I was wondering if there was an actual super power for telekinesis, or if it was only ever listed as a psychic power, b/c if there isn't one, then I was going to make it. But I didn't want to post one and not know I wasn't making almost the exact same thing again. This was b/c of another thread, I think in the magic/psionics section that talked about making psychic characters even remotely comparable to those found in comics.


There isn't a telekinesis super power in any of the books, though there are versions of it out there on the web. There might even be one or two buried within this thread.

I think that even though the comic books blur the lines between powers and psionics, HU2 seems to keep them separated. There are a couple powers, if you had the books, that could simulate psionic telekinesis.


I wish there were more direct analogues for some key psi-powers as super-abilities.

Some abilities that may help Crazy Lou:
Lifting Field (PU1)
Tractor Beam (PU1)
Force Manipulation (PU3)
Flight: Hover (PU1) (or Wingless of course, HU2)

Also along vaguely similar lines:
Create Force Constructs (PU1)
Force Strike (PU3)
Flying Force Disc (PU1)
Force Aura (HU2)
Personal Force Field (PU1)
HU2 fan.
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Unread post by Roscoe Del'Tane »

MrTwist wrote:51-65 - You Stay. The teleport works fine, except the character stays right where he is. Everything else that was going to be teleported with the character reaches the destination just fine, including clothing.
66-80 - You Go. The teleport works fine, except only the character is teleported to the destination. Anything else they were intending to bring along stays right where it was, including clothing.


Ok, maybe I missed it, but did you actually state the weight limit when teleporting, or was that part of the original power and it was just not transferred over? Cause if there’s no weight limit, it would be really unbalancing. Begging for exploitation really.

I can see it now, a powergamer on a sugar buzz, about to commit a catastrophy, "Ok, I teleport out, and take that whole side of the building with me. The bad guys are Invulnerable and the banks insured, right?"

What about selective teleporting, like if the player wants to port out with somebody's arm or a robots head? How would we go about rolling damage for that? Maybe a bit gruesome thinking about stuff like that, but I like to know the limits of powers (mainly so I can pull off weird stunts, but that's another story), and all their ins and outs.
You'd be suprised at what the G.M. will allow with a little blackmail and bribery...

"Jack! You've debauched my sloth!" - Steven Matrin

"Artillery is the King of the Battlefield, Infantry is the Queen; and everybody knows what the King does to the Queen."- Stuart, from StarDestroyer.net
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Stone Gargoyle
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Unread post by Stone Gargoyle »

taalismn wrote:
Stone Gargoyle wrote:Well done, Twist. Me likee.
Here is something I came up with this morning.

Ethnic Sense(Minor) by Stone Gargoyle
"Funny, you don't look Jewish."

The character has the automatic ability to sense the racial heritage and ethnic background of everyone he sees. He will know ancestral country of origin and genetic ancestry back seven generations upon a successful skill roll (base skill 60% +3% per level).
In addition, the character gains +10% on Anthropology and any cultural skills, as well as knowing racial insults, slurs and terminology at a skill level of 50% +4% per level and automatically possessing Lore: Redneck and Racial Humor at a skill level of 30% +5% per level.


"Well, Clark...I can honestly tell you...you're not from around these parts..."


I just felt ornery yesterday. Here is another one in a similar vein I wrote when I got home:

Extreme Prejudice(Minor) by Stone Gargoyle
The character is able to gain bonuses to combat by virtue of racial hatred. The race disliked must be chosen at the time the character is created and it is only against the race that the following bonuses apply:
+4 to initiative
+2 to strike
+1d6 damage
Actions committed against the race hated can go out of alignment and do not alter the character's alignment, though others might not like what this character does and may punish him for it.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
MrTwist
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Unread post by MrTwist »

Roscoe Del'Tane wrote:
MrTwist wrote:51-65 - You Stay. The teleport works fine, except the character stays right where he is. Everything else that was going to be teleported with the character reaches the destination just fine, including clothing.
66-80 - You Go. The teleport works fine, except only the character is teleported to the destination. Anything else they were intending to bring along stays right where it was, including clothing.


Ok, maybe I missed it, but did you actually state the weight limit when teleporting, or was that part of the original power and it was just not transferred over? Cause if there’s no weight limit, it would be really unbalancing. Begging for exploitation really.

I can see it now, a powergamer on a sugar buzz, about to commit a catastrophy, "Ok, I teleport out, and take that whole side of the building with me. The bad guys are Invulnerable and the banks insured, right?"

What about selective teleporting, like if the player wants to port out with somebody's arm or a robots head? How would we go about rolling damage for that? Maybe a bit gruesome thinking about stuff like that, but I like to know the limits of powers (mainly so I can pull off weird stunts, but that's another story), and all their ins and outs.


Good catch. I did forget the weight limit. As for the rest, there doesn't seem to be anything in the original power that mentions not being able to teleport someone's arm off. I think I'll add a note to my version.
"Do you even know what the word theory means? You must think it means '**** that you make up'."
---Penn Jillette
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taalismn
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Unread post by taalismn »

Stone Gargoyle wrote:
taalismn wrote:
Stone Gargoyle wrote:Well done, Twist. Me likee.
Here is something I came up with this morning.

Ethnic Sense(Minor) by Stone Gargoyle
"Funny, you don't look Jewish."

The character has the automatic ability to sense the racial heritage and ethnic background of everyone he sees. He will know ancestral country of origin and genetic ancestry back seven generations upon a successful skill roll (base skill 60% +3% per level).
In addition, the character gains +10% on Anthropology and any cultural skills, as well as knowing racial insults, slurs and terminology at a skill level of 50% +4% per level and automatically possessing Lore: Redneck and Racial Humor at a skill level of 30% +5% per level.


"Well, Clark...I can honestly tell you...you're not from around these parts..."


I just felt ornery yesterday. Here is another one in a similar vein I wrote when I got home:

Extreme Prejudice(Minor) by Stone Gargoyle
The character is able to gain bonuses to combat by virtue of racial hatred. The race disliked must be chosen at the time the character is created and it is only against the race that the following bonuses apply:
+4 to initiative
+2 to strike
+1d6 damage
Actions committed against the race hated can go out of alignment and do not alter the character's alignment, though others might not like what this character does and may punish him for it.


I'd give this power a penalty to balance it....maybe a drop in perception, initiative against other foes/problems(he's too busy thinking/concentrating on what the subject of his prejudice is) or IQ(or the ability to perform skills requiring intellect) while under the influence of this power...the character tends to become narrow-minded and caught up in dwelling on his hatred....Sort of like a narrow focus berzerker withoutthe frenzy but all the foaming at the mouth....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Stone Gargoyle
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Unread post by Stone Gargoyle »

taalismn wrote:
Stone Gargoyle wrote:
taalismn wrote:
Stone Gargoyle wrote:Well done, Twist. Me likee.
Here is something I came up with this morning.

Ethnic Sense(Minor) by Stone Gargoyle
"Funny, you don't look Jewish."

The character has the automatic ability to sense the racial heritage and ethnic background of everyone he sees. He will know ancestral country of origin and genetic ancestry back seven generations upon a successful skill roll (base skill 60% +3% per level).
In addition, the character gains +10% on Anthropology and any cultural skills, as well as knowing racial insults, slurs and terminology at a skill level of 50% +4% per level and automatically possessing Lore: Redneck and Racial Humor at a skill level of 30% +5% per level.


"Well, Clark...I can honestly tell you...you're not from around these parts..."


I just felt ornery yesterday. Here is another one in a similar vein I wrote when I got home:

Extreme Prejudice(Minor) by Stone Gargoyle
The character is able to gain bonuses to combat by virtue of racial hatred. The race disliked must be chosen at the time the character is created and it is only against the race that the following bonuses apply:
+4 to initiative
+2 to strike
+1d6 damage
Actions committed against the race hated can go out of alignment and do not alter the character's alignment, though others might not like what this character does and may punish him for it.


I'd give this power a penalty to balance it....maybe a drop in perception, initiative against other foes/problems(he's too busy thinking/concentrating on what the subject of his prejudice is) or IQ(or the ability to perform skills requiring intellect) while under the influence of this power...the character tends to become narrow-minded and caught up in dwelling on his hatred....Sort of like a narrow focus berzerker withoutthe frenzy but all the foaming at the mouth....


I was thinking the same thing, but it needs a lot of work, so I will try to edit the original post to update the power within the next couple days.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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Roscoe Del'Tane
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Unread post by Roscoe Del'Tane »

Sealed Battlefield [major] by Roscoe Del’Tane
”NO! No more innocents will be hurt in these battles between us, Major Calamity! I’ve learned a great new trick! One that will keep them safe from your malicious depredations!”

This character is able to rip large chunks of reality out of phase with the dimension they reside in; this makes for battlegrounds that can be completely destroyed, smashed down to the last molecule, and will have no impact on the rest of the world. In this Sanctuary, nukes can be used with abandon, and once banished, not one jot of radiation or fallout will spill over to the real world.

1) Sanctuary: This makes a battlefield identical to where the character stands (600 feet in each direction, 600 feet up/down, 600 feet left/right, and 600 feet forward/back). One edge of the Sanctuary must be on solid matter (i.e. the ground, side of a building, etc) in order to ground it in this reality. Failure to do so will cause immense pain, and the character will black out into a coma for 3d4 weeks while their minds try to sort through the jumble of nonsense images their minds received. Roll for a random insanity each time this happens (only 10% chance of this being permanent, lasts for 4d6 weeks if it’s temporary).

All matter (save for large scale incendiaries, things that are immediately dangerous to large amounts of people and such) will be duplicated in the Sanctuary, right down to the number of leaves a tree has, and the direction the wind blows. The only thing that changes is the number of living beings in the Sanctuary; trees and other plants get copied straight over, simple living things (bacteria, insects and similar) are copied straight over as well. The only things that really pose a problem, are people (in the loosest sense of the word, as aliens, demons, monsters and such can all be brought in), as they tend to have strong wills and abilities.

2) Limits: At level one, the character can bring three other people into his Sanctuary with him, every even level after one the character can bring in another two beings. Sanctuary can only be maintained for half an hour per level, and after each use, the character must wait at least the equivalent amount of time before being able to use it again. So, use it for an hour, have to wait an hour, fairly straightforward.

When raising the Sanctuary, the character has to be able to see (or otherwise know) where the people he wants to transport to the Sanctuary are. Unwilling characters must save vs. psionics (no bonuses apply, not even those gained from M.E.), or be blasted into the Sanctuary. If the target saves, they are not brought into the Sanctuary (if you are a willing participant, no save is necessary), but are phased out of the normal flow of time, until the Sanctuary is canceled.

The edges appear as glowing walls of energy (color chosen at character creation), that ripple as if they were water under a slight breeze. Those making contact with the walls feel a chill, even those who are resistant or immune to the cold, as if someone has walked over their grave. The walls can be climbed or walked on, but only at half the normal speed, as the walls don’t give a very good grip/traction. The walls only have 20 S.D.C., but breaching them causes the offending character to get sucked through the wall [with a loud SHH-lurrp!ing sound], and held in the energy for one melee round. After that, they are blasted out a random wall (roll 1d6, 1 floor, 2 ceiling, 3 east side, 4 west side, 5 north side, 6 south side) and have half actions, last on initiative for two melees after this one, and suffer 2d4 damage direct to H.P. regardless of super abilities or immunities they may posses.

While the Sanctuary is active, it counts as its own separate dimension, one that has an impenetrable barrier around it (so shifters and such cannot just pop into it). Once the time limit expires, the characters are all deposited on ground that is stable (not putting them in immediate danger of being crunched by oncoming traffic, deposited in a vat of molten steel, etc.) but randomly placed. They could be dropped on top of a building, or inside of a car, next to a cop, etc. Outsiders cannot force their way inside (use the rules listed above, only they get shot out of the outside wall), no matter what their efforts. It will not work, the creator is the only one who can end the effect early, it is even immune to magic and psionics!
You'd be suprised at what the G.M. will allow with a little blackmail and bribery...

"Jack! You've debauched my sloth!" - Steven Matrin

"Artillery is the King of the Battlefield, Infantry is the Queen; and everybody knows what the King does to the Queen."- Stuart, from StarDestroyer.net
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wolfsgrin
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Unread post by wolfsgrin »

Roscoe Del'Tane wrote:Sealed Battlefield [major] by Roscoe Del’Tane
”NO! No more innocents will be hurt in these battles between us, Major Calamity! I’ve learned a great new trick! One that will keep them safe from your malicious depredations!”

This character is able to rip large chunks of reality out of phase with the dimension they reside in; this makes for battlegrounds that can be completely destroyed, smashed down to the last molecule, and will have no impact on the rest of the world. In this Sanctuary, nukes can be used with abandon, and once banished, not one jot of radiation or fallout will spill over to the real world.

1) Sanctuary: This makes a battlefield identical to where the character stands (600 feet in each direction, 600 feet up/down, 600 feet left/right, and 600 feet forward/back). One edge of the Sanctuary must be on solid matter (i.e. the ground, side of a building, etc) in order to ground it in this reality. Failure to do so will cause immense pain, and the character will black out into a coma for 3d4 weeks while their minds try to sort through the jumble of nonsense images their minds received. Roll for a random insanity each time this happens (only 10% chance of this being permanent, lasts for 4d6 weeks if it’s temporary).

All matter (save for large scale incendiaries, things that are immediately dangerous to large amounts of people and such) will be duplicated in the Sanctuary, right down to the number of leaves a tree has, and the direction the wind blows. The only thing that changes is the number of living beings in the Sanctuary; trees and other plants get copied straight over, simple living things (bacteria, insects and similar) are copied straight over as well. The only things that really pose a problem, are people (in the loosest sense of the word, as aliens, demons, monsters and such can all be brought in), as they tend to have strong wills and abilities.

2) Limits: At level one, the character can bring three other people into his Sanctuary with him, every even level after one the character can bring in another two beings. Sanctuary can only be maintained for half an hour per level, and after each use, the character must wait at least the equivalent amount of time before being able to use it again. So, use it for an hour, have to wait an hour, fairly straightforward.

When raising the Sanctuary, the character has to be able to see (or otherwise know) where the people he wants to transport to the Sanctuary are. Unwilling characters must save vs. psionics (no bonuses apply, not even those gained from M.E.), or be blasted into the Sanctuary. If the target saves, they are not brought into the Sanctuary (if you are a willing participant, no save is necessary), but are phased out of the normal flow of time, until the Sanctuary is canceled.

The edges appear as glowing walls of energy (color chosen at character creation), that ripple as if they were water under a slight breeze. Those making contact with the walls feel a chill, even those who are resistant or immune to the cold, as if someone has walked over their grave. The walls can be climbed or walked on, but only at half the normal speed, as the walls don’t give a very good grip/traction. The walls only have 20 S.D.C., but breaching them causes the offending character to get sucked through the wall [with a loud SHH-lurrp!ing sound], and held in the energy for one melee round. After that, they are blasted out a random wall (roll 1d6, 1 floor, 2 ceiling, 3 east side, 4 west side, 5 north side, 6 south side) and have half actions, last on initiative for two melees after this one, and suffer 2d4 damage direct to H.P. regardless of super abilities or immunities they may posses.

While the Sanctuary is active, it counts as its own separate dimension, one that has an impenetrable barrier around it (so shifters and such cannot just pop into it). Once the time limit expires, the characters are all deposited on ground that is stable (not putting them in immediate danger of being crunched by oncoming traffic, deposited in a vat of molten steel, etc.) but randomly placed. They could be dropped on top of a building, or inside of a car, next to a cop, etc. Outsiders cannot force their way inside (use the rules listed above, only they get shot out of the outside wall), no matter what their efforts. It will not work, the creator is the only one who can end the effect early, it is even immune to magic and psionics!


very interesting.
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Crazy Lou
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Unread post by Crazy Lou »

wolfsgrin wrote:
Roscoe Del'Tane wrote:Sealed Battlefield [major] by Roscoe Del’Tane
”NO! No more innocents will be hurt in these battles between us, Major Calamity! I’ve learned a great new trick! One that will keep them safe from your malicious depredations!”

This character is able to rip large chunks of reality out of phase with the dimension they reside in; this makes for battlegrounds that can be completely destroyed, smashed down to the last molecule, and will have no impact on the rest of the world. In this Sanctuary, nukes can be used with abandon, and once banished, not one jot of radiation or fallout will spill over to the real world.

1) Sanctuary: This makes a battlefield identical to where the character stands (600 feet in each direction, 600 feet up/down, 600 feet left/right, and 600 feet forward/back). One edge of the Sanctuary must be on solid matter (i.e. the ground, side of a building, etc) in order to ground it in this reality. Failure to do so will cause immense pain, and the character will black out into a coma for 3d4 weeks while their minds try to sort through the jumble of nonsense images their minds received. Roll for a random insanity each time this happens (only 10% chance of this being permanent, lasts for 4d6 weeks if it’s temporary).

All matter (save for large scale incendiaries, things that are immediately dangerous to large amounts of people and such) will be duplicated in the Sanctuary, right down to the number of leaves a tree has, and the direction the wind blows. The only thing that changes is the number of living beings in the Sanctuary; trees and other plants get copied straight over, simple living things (bacteria, insects and similar) are copied straight over as well. The only things that really pose a problem, are people (in the loosest sense of the word, as aliens, demons, monsters and such can all be brought in), as they tend to have strong wills and abilities.

2) Limits: At level one, the character can bring three other people into his Sanctuary with him, every even level after one the character can bring in another two beings. Sanctuary can only be maintained for half an hour per level, and after each use, the character must wait at least the equivalent amount of time before being able to use it again. So, use it for an hour, have to wait an hour, fairly straightforward.

When raising the Sanctuary, the character has to be able to see (or otherwise know) where the people he wants to transport to the Sanctuary are. Unwilling characters must save vs. psionics (no bonuses apply, not even those gained from M.E.), or be blasted into the Sanctuary. If the target saves, they are not brought into the Sanctuary (if you are a willing participant, no save is necessary), but are phased out of the normal flow of time, until the Sanctuary is canceled.

The edges appear as glowing walls of energy (color chosen at character creation), that ripple as if they were water under a slight breeze. Those making contact with the walls feel a chill, even those who are resistant or immune to the cold, as if someone has walked over their grave. The walls can be climbed or walked on, but only at half the normal speed, as the walls don’t give a very good grip/traction. The walls only have 20 S.D.C., but breaching them causes the offending character to get sucked through the wall [with a loud SHH-lurrp!ing sound], and held in the energy for one melee round. After that, they are blasted out a random wall (roll 1d6, 1 floor, 2 ceiling, 3 east side, 4 west side, 5 north side, 6 south side) and have half actions, last on initiative for two melees after this one, and suffer 2d4 damage direct to H.P. regardless of super abilities or immunities they may posses.

While the Sanctuary is active, it counts as its own separate dimension, one that has an impenetrable barrier around it (so shifters and such cannot just pop into it). Once the time limit expires, the characters are all deposited on ground that is stable (not putting them in immediate danger of being crunched by oncoming traffic, deposited in a vat of molten steel, etc.) but randomly placed. They could be dropped on top of a building, or inside of a car, next to a cop, etc. Outsiders cannot force their way inside (use the rules listed above, only they get shot out of the outside wall), no matter what their efforts. It will not work, the creator is the only one who can end the effect early, it is even immune to magic and psionics!


very interesting.


Yes, very interesting. I like that idea. I just have a couple questions and thoughts:

1) Does the character himself also have to go inside, or could he opt to remain behind if he so chose?
2) If the character wants can he choose to make the area smaller than a 600' radius?
3) Could maybe the max radius get bigger every odd level?
4) Putting #s 1 & 2 together, could the power also be used for something like putting a time bomb inside of a field just before it explodes to protect everything?
5) If someone with SN strength threw another character into the barrier/wall of the field and the thrown character hit it hard enough to break it, then would the person thrown or the throwing guy w/ the SN strength get sucked into the resulting hole?
"If it's dangerous, do it. If it's suicidal, do it NOW!" -- Graffiti painted outside a Juicer Bar

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Roscoe Del'Tane
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Unread post by Roscoe Del'Tane »

Crazy Lou wrote:
Yes, very interesting. I like that idea. I just have a couple questions and thoughts:

1) Does the character himself also have to go inside, or could he opt to remain behind if he so chose?
2) If the character wants can he choose to make the area smaller than a 600' radius?
3) Could maybe the max radius get bigger every odd level?
4) Putting #s 1 & 2 together, could the power also be used for something like putting a time bomb inside of a field just before it explodes to protect everything?
5) If someone with SN strength threw another character into the barrier/wall of the field and the thrown character hit it hard enough to break it, then would the person thrown or the throwing guy w/ the SN strength get sucked into the resulting hole?


1) Yes, he has to go inside
2) & 3) No, always 600 feet in every direction.
4) You betcha, but they would be inside the Sanctuary with the blast, better hope they have a way to survive.
5) No, just the person who struck the wall (or a bullet/energy blast that went off course and hit the wall; only the damage is absorbed by the wall, and the bullet/blast emerges from a random side without enough oomph behind it to cause any damage.)
You'd be suprised at what the G.M. will allow with a little blackmail and bribery...

"Jack! You've debauched my sloth!" - Steven Matrin

"Artillery is the King of the Battlefield, Infantry is the Queen; and everybody knows what the King does to the Queen."- Stuart, from StarDestroyer.net
MrTwist
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Unread post by MrTwist »

Pretty nifty idea. Reminds me of the movie Zeram, in a weird sort of way.
"Do you even know what the word theory means? You must think it means '**** that you make up'."
---Penn Jillette
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Roscoe Del'Tane
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Unread post by Roscoe Del'Tane »

MrTwist wrote:Pretty nifty idea. Reminds me of the movie Zeram, in a weird sort of way.


Yeah, I decided that we needed a power to keep civilian fatalities down (in the games my group used to run, we were power and hard-ware heavy. Even when we planned things to the third contingency, we always ended up with a couple of bystanders getting squished :( ), and this seemed to fit the bill. Lets you destroy everything in sight, rack up massive amounts of collateral damage, use weapons outlawed by the Geneva Convention, and it all doesn't matter as it all resets after use.
You'd be suprised at what the G.M. will allow with a little blackmail and bribery...

"Jack! You've debauched my sloth!" - Steven Matrin

"Artillery is the King of the Battlefield, Infantry is the Queen; and everybody knows what the King does to the Queen."- Stuart, from StarDestroyer.net
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Stone Gargoyle
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Unread post by Stone Gargoyle »

Roscoe Del'Tane wrote:
MrTwist wrote:Pretty nifty idea. Reminds me of the movie Zeram, in a weird sort of way.


Yeah, I decided that we needed a power to keep civilian fatalities down (in the games my group used to run, we were power and hard-ware heavy. Even when we planned things to the third contingency, we always ended up with a couple of bystanders getting squished :( ), and this seemed to fit the bill. Lets you destroy everything in sight, rack up massive amounts of collateral damage, use weapons outlawed by the Geneva Convention, and it all doesn't matter as it all resets after use.


I like it. :D
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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