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Posted: Sun Oct 14, 2007 3:08 pm
by Stone Gargoyle
dragon_blaze_99 wrote:Stone Gargoyle wrote:Data Stream(minor) by Stone Gargoyle
The hero can encode mental images and data onto hydrogen molecules. This essentially allows the hero to implant messages in water which are transmitted to the person drinking it. This can also be used to create confusing thoughts and disorientation, though the victim can save against this effect(14 or better, ME bonus applies). The hro can affect their ME number in gallons. An individual immersed in water so affected must save vs. psionic attack or be moved to insanity (makes a second save, 14 or better, ME bonus applies).
Range: Touch
Duration: Water remains affected if isolated in one place, using a container such as a drinking glass or fish tank or bath tub, for the hero's ME number in hours.
Other Abilities and Bonuses:
+2 save vs. psionic attack and mind control
+4 save vs. Insanity
+2 save vs. poisons and toxins in liquid form
the ME in gallons seems really high but the rest is really cool SG
I did it that way so they could affect a swiming pool. I did not think it too high since if the water is not contained the mental images and information scatter, making the power inaffective.
Posted: Sun Oct 14, 2007 10:55 pm
by Stone Gargoyle
Okay, here is my attempt to make a major from the minor super ability Quills and Spines from PU1:
Pin Hairs(Major) by Stone Gargoyle
All of the hairs on the superbeing's body are large, wide and razor sharp.
Number: The hero only grows a limited number at first, gaining more each level(10 per level of experience). Each is 1d4 feet long, hanging off the character's head and arms.
Natural AR: 12
SDC: 100 per level(50 per level on head, 25 per level each on arms)
1.Natural Weaponry: As a weapon, the hairs have a few applications:
Parry Weapon: The hairs on the arms can be used to parry, taking no damage unless the attack is directly targeted at them. They do 3d6 to anyone striking them on a successful parry, whether to the person or the armor they are wearing.
Hair Whip: By turning her head rapidly, the hero can slash with the hair blades, doing 6d6 on a successful slashing strike.
Launching Hair Whip: By spinning and whipping her hair blades, the hairs/quills can be launched at multiple targets with no bonus to strike.
Damage: 1d6 per quill to multiple targets, or a volley of 4 for 3d6 or 8 for 6d6 damage to a single target
Payload: The head contains roughly half the hairs, quillss, of which half may be launched in this manner.
Hairs/quills regrow at a rate of 1d10+10 per day
Daggers: Plucking a hair/quill allows it to be used as a bladed weapon for 1d6 damage
Arm Slash: Slashing with the hairs/quills on the arms does the same damage as the hair whip(6d6 damage on a successful slashing strike) with a strike bonus of +1
2.Flight Capability: The blades also serve in the function of feathers to allow flight as per the Flight:Glide minor super ability.
Minimum Gliding Speed: 40 to 50 mph; half indoors. Diving with a boost or from high places is done at 120mph.
Bonuses When Gliding:
+1 initiative
+1 to strike and parry
+2 dodge
Posted: Sun Oct 14, 2007 11:03 pm
by Iczer
nice to see everyone is busy while I'm gone
I'm expecting third rate Internet access again circa 26th October.
Batts
PS: I'm missing the lips on my posterior. really SG, this is supposed to be friendly.
Posted: Sun Oct 14, 2007 11:16 pm
by Stone Gargoyle
Play Dead(minor) by Stone Gargoyle
The hero can simulate being a corpse in order to avoid further injury, to spy(as at a funeral), to get transportation, or for any other possible reasons one might wish to impersonate a corpse.
1.
Death Scene: The hero has an acting skill at 90% for the purpose of faking his own death. His skin even stores extra blood in sacs which pop open to fake deep wounds or to make damage seem more severe than it is.
2.
Life Signs: The hero can slow his pulse, heart rate and breathing, and cause his body temperature to lower and maintain minimal life support for his PE number in hours.
Range: Self
Duration: PE number in hours
Attacks: Takes one full melee round to lower life signs to simulate clinical death
Revival: The hero must be medically revived, so it helps to have a medical response team standing by. When being revived, the hero must save vs. coma/death. If failing this save, the hero enters a medically induced coma for 24 hours before reviving so as to allow his body to reattain its natural bio-rhythms. If making a successful save, the hero returns to normal within 1d4 melees.
3.
Rigor Mortis: The hero can mimic other signs of death, causing his body to stiffen, his skin to mottle and become discolored, and his lips to turn blue. He can also cause himself to lose 1 SDC point per hour to simulate decomposition(SDC lost would have to be regained through normal healing but all other effects disappear when he is revived).
4.
Dangerous Risks: The hero has no ability to revive himself, so a coroner performing an autopsy could have deadly results. He also still needs to breathe, so getting buried could prove to be fatal.
5.
Other Abilities and Bonuses:
+4 to Roll with punch, fall or impact
Can hold breath for twice normal duration
+1d4 PE
+20% save vs. coma/death
Note that the hero is conscious and alert (though will not appear to others as so )while using this power in spite of being paralyzed.
Posted: Sun Oct 14, 2007 11:18 pm
by Stone Gargoyle
Iczer wrote:nice to see everyone is busy while I'm gone
I'm expecting third rate Internet access again circa 26th October.
Batts
PS: I'm missing the lips on my posterior. really SG, this is supposed to be friendly.
Good to hear from you Iczer, but what can I say? I'm moody.
Posted: Mon Oct 15, 2007 8:34 pm
by drewkitty ~..~
Stone Gargoyle wrote:snip...
Revival: The hero must be madically revived, ...snip
"Bring over NutCase....we need to revive Bob"
Posted: Mon Oct 15, 2007 11:41 pm
by wolfsgrin
Machine Senses (minor) by wolfsgrin
Character is able to gain the ability of a near by sensory machine. Machines like motion detectors, radars, listening devices, optics, ext....Can only utilize one of a sensor's capabilities at a time. The bonuses are whatever the machine provides its user. It also gives a limited machine awareness. Limited to sensory equipment. When in range character intuitively knows there's something with sensors in the area (will not know if he is being scanned or tracked) and is able to acess the abilities of that machine. Knows all sensory options automatcally and instantanously.
Radius: 30ft +5ft per level
Attacks: Takes 2 per target
Bonuses: -27% +3 per level to skill rolls involving sensory equipment used to track. Also gains +2 Intitiative +3 parry and dodge attacks relying primarily on sensory equipment. +2 perception when locating sensory machines.
Note: For this power to work, user only has to be is in range. Doesn't have to know the exact location
a major version of this will be posted soon
[/b]
Posted: Tue Oct 16, 2007 12:36 pm
by Stone Gargoyle
drewkitty ~..~ wrote:Stone Gargoyle wrote:snip...
Revival: The hero must be madically revived, ...snip
"Bring over NutCase....we need to revive Bob"
Quit picking on my typos!
Posted: Tue Oct 16, 2007 5:11 pm
by Pepsi Jedi
Question: Off the top of my head I can't remember, is there a power in one of the books dealing with Microwaves?
Posted: Tue Oct 16, 2007 7:18 pm
by Stone Gargoyle
I think I saw a couple like that, Pepsi. I will look through my books and see if I can locate any.
Posted: Tue Oct 16, 2007 8:23 pm
by NMI
Pepsi Jedi wrote:Question: Off the top of my head I can't remember, is there a power in one of the books dealing with Microwaves?
PU1 I believe.
Posted: Tue Oct 16, 2007 10:37 pm
by Senator Cybus
Question: I've been flicking through the early pages of the thread, and am I right in thinking that powers first posted here ended up in Powers Unlimited 3? And if so, how far away might we be from PU4?
Posted: Tue Oct 16, 2007 11:17 pm
by drewkitty ~..~
Stone Gargoyle wrote:drewkitty ~..~ wrote:Stone Gargoyle wrote:snip...
Revival: The hero must be madically revived, ...snip
"Bring over NutCase....we need to revive Bob"
Quit picking on my typos!
Nope, just having a lauph from them.
Posted: Tue Oct 16, 2007 11:19 pm
by drewkitty ~..~
Senator Cybus wrote:Question: I've been flicking through the early pages of the thread, and am I right in thinking that powers first posted here ended up in Powers Unlimited 3? And if so, how far away might we be from PU4?
I don't remember any of the powers ending up in PU3.
I haven't heard any rumor about a PU4......yet.
Posted: Tue Oct 16, 2007 11:27 pm
by Pepsi Jedi
The Official word on powers posted here ending up in one of the PU books is something to the effect of
Independent parallel genesis with neither one influencing the other.
That being said some people politely coughed and called BS on that...
There was one APS Power that was "Independently and with out net influence" reproduced very nearly word for word.... but then others argued that once you had the concept there's not that much difference in stats....
The official word is that the writer PURPOSEFULLY Never looked at this thread till he was done and any powers that seemed similar were coincidence.
Posted: Wed Oct 17, 2007 12:14 am
by Iczer
Senator Cybus wrote:Question: I've been flicking through the early pages of the thread, and am I right in thinking that powers first posted here ended up in Powers Unlimited 3? And if so, how far away might we be from PU4?
don't go there....
batts
Posted: Wed Oct 17, 2007 12:29 pm
by Stone Gargoyle
Addressing many issues:
Pepsi, there are powers that can be considered based on microwaves, such as EE Heat, but nothing that I can determine as being directly worded as microwaves.
As for the powers in PU3, this has been debated ad nauseum to the point where people have their opinions on how it happened and it is not a topic for polite disccussion and is better left dropped. It is not something we wish to discuss at length in this thread.
As for posting powers, odds are powers you create will be similar to what someone else has already posted. Please do not let it stop you from posting. Just be aware you may get criticism and a great deal of feedback if the powers are overly munchkin or do not seem playable from others' perspective. I personally have spent many hours transcribing the powers here and attempt as often as possible to avoid recreating a power someone else has posted.
Good luck and good gaming to all.
Posted: Wed Oct 17, 2007 12:33 pm
by Stone Gargoyle
drewkitty ~..~ wrote:Senator Cybus wrote:Question: I've been flicking through the early pages of the thread, and am I right in thinking that powers first posted here ended up in Powers Unlimited 3? And if so, how far away might we be from PU4?
I don't remember any of the powers ending up in PU3.
I haven't heard any rumor about a PU4......yet.
Last I heard, CB was considering doing PU4 but afraid of the harsh response he got from PU3.
Posted: Wed Oct 17, 2007 2:46 pm
by Pepsi Jedi
UGGGGGGGGGGGGGGGG THe pollen power would kill me. KILL me... uggggg.
Posted: Wed Oct 17, 2007 3:09 pm
by dragon_blaze_99
nice work Resonantg
Posted: Wed Oct 17, 2007 5:05 pm
by Pepsi Jedi
Resonantg wrote:I had one player base his entire character around "Matter Expulsion: Food". he was a sumo wrestler and chef. So just as you can see this coming, he created the "Iron Chef". He also could create heat, and used a 4 foot wok as a shield. It was hillarious but really well done up.
Yeah, the pollen blast would be irritating to dangerous. I laughed at it when I first concieved it then realized how incredibly nasty it could be. That's how it came about.
Do you happen to own a copy of the Rifter 9 1/2?
Posted: Wed Oct 17, 2007 5:42 pm
by Pepsi Jedi
I think they could work well paired actually. *nods* I love that issue and have even taken the food power once for a "Once off" RP session.
The Big Kahuna Burger!
Posted: Wed Oct 17, 2007 8:59 pm
by Stone Gargoyle
Resonantg,
If anything, detoxification is not powerful enough. I liked reading over these powers but have not done so in any detail, but so far it looks pretty interesting. Food powers tend to be an underdeveloped area.
Please edit your original post with any changes or modifications to allow those of us who print them out to have an easier time doing so. Thanks.
Ken
Posted: Wed Oct 17, 2007 9:04 pm
by Stone Gargoyle
Pepsi Jedi wrote:The Big Kahuna Burger!
That is a tasty burger...
Posted: Thu Oct 18, 2007 1:17 pm
by Stone Gargoyle
I am currently working on a power category called Oversoul, intended mainly for GM use I think, and a major power called Solar Absorption: Power of the Flesh will be posted soon as well. I will check and see if I have posted Depth Charge(Major) yet as well, and if not that one will be getting put up soon also.
Posted: Thu Oct 18, 2007 4:40 pm
by Stone Gargoyle
Mephisto wrote:Stone Gargoyle wrote:I am currently working on a power category called Oversoul, intended mainly for GM use I think, and a major power called Solar Absorption: Power of the Flesh will be posted soon as well. I will check and see if I have posted Depth Charge(Major) yet as well, and if not that one will be getting put up soon also.
Ironically (yes it may not be irony, but I'll use the term anyways) I'm working on Overmind for when I plan to post Lord Equinox, leader of the Overmind Society, but I'm not sure if it should be a power category or super ability (definitely not psionic though, more powerful mind than a psychics).
In short, Oversoul is a category dictated by the soul linking heroes together. One oversoul will have hundreds of people it can grant a set of powers to. This is due to the fact that the soul energy belongs as a shared soul between all the people and the powers can be granted by the soul energy in an emergency, similar to the dictates of a god but much more limited.
Posted: Thu Oct 18, 2007 5:03 pm
by Stone Gargoyle
Depth Charge(Major) by Stone Gargoyle
The hero gains the ability to expel electrical energy while submerged in water, with the greater the depth submerged, the more powerful the charge.
1.Underwater Abilities: same as the minor super ability
*Breathe Underwater
*Swimming at *0% proficiency, +1% per level, speed X5 underwater.
*Depth Tolerance: 1.5 miles underwater
*Extraordinary Strength: PS of 24, or +6 if over 20 already, while underwater
*SDC Bonus while underwater: +100
*Other Bonuses: +2 to strike and parry, +4 dodge, +1 attack while underwater; +1 to strike and +40 SDC on dry land
2.Energy Expulsion: Electrical Field: The hero's skin interacts with water to generate a static electrical reaction.
Range: Touch on dry land, 10 feet, +2 feet per level, in water
Damage: +1d4 upon striking with skin contact upon dry land, 2d6 to all targets every five seconds in energy field, +1d6 for every 100 feet submerged
Duration: Constant, though it can be shut down through concentration(loses 1 attack per melee while concentrating)
3.Distance Charge: The hero can creat electrical charges in liquid spheres when underwater.
Range: Can throw charges when underwater or shoot them down to a depth below. 200 feet, +20 feet per level(400 feet maximum). Charges burst on contact or when reaching the 400 feet maximum distance.
Damage: 3d6, +1d6 per level
Duration:Instant
Attacks per melee: Throwing the charge counts as one melee attack/action
Bonuses: +3 to strike aimed, +1 wild
Posted: Thu Oct 18, 2007 5:31 pm
by Stone Gargoyle
Solar Absorption: Power of the Flesh(Major) by Stone Gargoyle
The hero is able to absorb sunlight into his skin, using it to boost his power levels.
1.Solar Absorption: The hero can absorb sunlight through his skin. The effedt is subtle and has no effect on his appearance. For every 10 minutes in the sun, the hero gains a solar energy point which he can use to boost one of his attributes(PS, PP, PE or Speed) for his PE number in hours, or until the sun goes down. In addition, his strength goes up a category while exposed to the sun(normal becomes Extraordinary, etc.). In addition, ythe hero takes no damage from light based attacks.
2.Solar Shield: The hero radiates a sheath of light which reflects other types of energy, allowing the hero to take half damage, providing the hero is not blocked from the sun or caught in shadowy places. Against physical damage, the field provides a Natural AR of 12, +1 at levels 4,8, and 12. If under 12, a physical blow inflicts half damage; if over 12, a physical blow inflicts full damage. Supernatural Strenght opponents always inflict full damage, ignoring the light shield entirely.
3.Limitations: The hero has to be in direct sunlight for these abilities to work, and cannot be wearing obstructive clothing(no more than a pair of speedos or a string bikini), working best when the hero is nude. All eaffects stop if there is insufficient light, indoors(artificial lighting does not fuel the powers) and at night(must be sunlight). If there is not ample lighting, the hero's powers disappear and he reverts to normal.
4.Energy Expulsion: Light: The hero can redirect and concentrate light, firing it in pulses from his hands. With experience,(3rd level or higher), the character can regulate the amount of damage inflicted by the bolt in increments of 1d6.
Range: 600 feet
Damage: 2d6 +1d6 per level
Special: same as Energy Expulsion: Energy
Duration: Instant
Attacks per melee: Each energy blast counts as one melee attack/action; dual, simultaneous attacks also only use one attack/action
Bonus: +3 to strike aimed, +1 wild
5.Flight:Wingless: When in direct sunlight, the hero can fly with no apparent means of propulsion by radiating and reflecting nonvisible energy.
Bonuses in Flight: The character can hover several inches above the ground during combat in order to use his full bonuses.
Flight Speed: 200mph, +20mph per level
+1 attack per melee round
+2 strike and parry
+4 dodge under 80mph, +6 over 80mph
+4 damage for every 20mph of speed in flight
+40SDC(in addition to any other bonuses)
6.Other Bonuses and Abilities When Exposed to Direct Sunlight:
+1d4X10 SDC
Heals twice normal rate
Fatigues at half normal rate
+20% to save vs. coma/death
+4 to save vs. disease, poisons, toxins and gases
Posted: Fri Oct 19, 2007 12:32 pm
by Sasqaricious
Okies I searched this entire thread and did not see anything quite like this
Darkness Void(minor)
Range: Self or up to 10 Feet/lvl away
Radius: 15 feet + 5 feet/lvl; Can be adjusted any level between.
Duration: Concentration or 2 melees/lvl
This power allows the hero to create a void of absolute darkness. While trapped in the darkness the hero themselves can see normally but only those with Vision not based on the use of light can see in there and then still with a -2 to strike/parry/dodge. All others suffer the standard penalty for blindness( -10) Light based powers/weapons can not penetrate the darkness nor can they be used in the darkness. The Darkness can be maintained at the cost of 2 attacks/melee.
I am more than welcom to criticism on this one, I designed it to fill a request by one of my players in the game.
Posted: Fri Oct 19, 2007 12:42 pm
by Stone Gargoyle
Sasqaricious,
There are powers similar to it in the book, and wolfsgrin did some shadow portal based powers you might look for.
Maintaining powers usually only requires the use of one attack per melee. How do you justify two?
Blinded individuals will be -10 to all combat moves in such darkness, which is the standard blindness penalty.
You might also want to convert the ranges into feet for those who don't work in meters.
Ken
Posted: Fri Oct 19, 2007 12:51 pm
by Sasqaricious
I thank you for the input Stone Gargoyle as I do respect it quite a bit and I must be blind, went page by page to make sure I was not copying, hmmm oh well.
Explanations - the concentration part, the reason I put it at 2 instead of one that in playtesting it I found that 1 did not really seem as a disadvantage for this power and half of melee attacks seemed too debilitating. The -2 is for those that have some form of optics that do work in the absence of light (ex - Thermal Vision) I should of clarified that a little more although regular penalties still apply.
Posted: Fri Oct 19, 2007 1:06 pm
by Stone Gargoyle
Sasqaricious wrote:I thank you for the input Stone Gargoyle as I do respect it quite a bit and I must be blind, went page by page to make sure I was not copying, hmmm oh well.
Explanations - the concentration part, the reason I put it at 2 instead of one that in playtesting it I found that 1 did not really seem as a disadvantage for this power and half of melee attacks seemed too debilitating. The -2 is for those that have some form of optics that do work in the absence of light (ex - Thermal Vision) I should of clarified that a little more although regular penalties still apply.
Well, in all fairness, there are THOUSANDS of posts. One cannot hold it against you for miissing some of them. There is a Trap power utilizing warp anomalies in there someplace also. I am familiar with many of them due to having spent hours copying and transcribing.
Posted: Fri Oct 19, 2007 1:19 pm
by Stone Gargoyle
Oversoul
In the study of the paranormal, an oversoul is a cluster of souls linked together by one common energy, sort of one larger soul made up of smaller ones, and a soul being the energy linking the minds of many people thoughout space/time into one larger consciousness. The goal of any soul is to collect experiences and interact with the world via the individuals who are its expression. Game purposes require that this interlinked network be simplified. For the purpose of this category, an oversoul is an energy consciousness acting as an overseer of the individual consciousnesses which are a part of it. Therefore, multiple people serve the oversoul's interests, having the oversoul express through them and achieve its goals through them. This controlling entity can be seen as the provider of powers from an HU2 perspective, with the people serving it being its vessels, so they will hereafter be referred to as such. It is logical that an oversoul so defined would be capable of empowering these vessels as a god does its avatar. It is with that in mind that this power category is being created.
In real life, an oversoul could be thought of as controlling multitudes, thousands of vessels, but for the purposes of this game the number must be considerably lower.
Due to its vast number of vessels, an oversoul is better used as a tool for the GM or as a background premise for a simgle player character which is a vessel for one such oversoul. Individual GMS should make up their own minds on how to apply it.
Controlling Entity:An Oversoul views the world through many eyes, the beings who serve it as vessels. A hero generated by an oversoul is but one of the many vessels it inhabits and utilizes. The powers an Oversoul grants may be given to any of its vesels.
Number of Vessels: The Oversoul views the world through 1d4X100 vessels(other ways of calculating are 1d20X20, 1d10X40, 1d8X50) Create each such vessel as a normal human(only becomes hero if activiated as such and empowered).
Range: Unlimited. Can control and activate any vessels it is linked to.
Hero Powers Activation duration:1d4 hours, +1 hour per level, unless severely injured(see below)
Active Heroes: Those empowered by the Oversoul are the focus of this power. The oversoul can empower one vessel, making it into a superbeing, at level 1, plus one additional simultaneous activation at levels 4,8, and 12. Create each as a Mega-Hero with the set of powers selected(all vessels will be given the same set of powers) upon activation.
Attribute Bonuses: The vessel gains attribute bonuses upon being activated into hero mode.
MA +2d6(minimum 18 )
PS +2d6(minimum 20 ) Considered Supernatural due to being a Mega-Hero
PP +1d6 (minimum 18 )
Speed: Multiply X5(minimum 24 )
SDC: Hero starts with 40, +1 for each additional vessel controlled by the Oversoul, plus any gained through powers and skills. This SDC level is only while activated as a hero. If more than one is activated, the SDC bonus from the collective vessels is split evenly between the active heroes.
Any injuries and imperfections will be healed instantly upon transformation of a vessel into an active hero.
Skill Bonuses: The active hero gains +10% to any skills shared with at lest 10 other vessels controlled by the Oversoul.
Special Mega-Powers: While the active hero possesses powers, he is Immortal(uses power description under Special Mega-Powers HU2 p. 181-82). The hero will retain this power until regenerated if severely injured.
The relevant achilles heel is the limited time period and control by the Oversoul.
Powers: Roll for number and category of superabilities on page 226 HU2. Atomatically gets Impervious to mind control and psionics.
Bonuses: +1 initiative for each additional vessel within 100 foot radius, +10feet per level of the active hero.
Vessel Transfer: If the current emergency has not passed and the hero gets to below 30% total SDc, the Oversoul can choose to activate a new hero within 1d4 melee rounds. If only one hero can be active, then the powers will be stripped from the injured vessel.
Knowledge and Memories: The Oversoul can feed information about anything it has witnessed via the vessels to the active hero, who has a 70% chance of knowing about world events even if not directly informed of them.
Final Note: While the Oversoul is outside time and space, the available vessels are always of the same time location for the purposes of hero activation. This is for simplicity in gaming and to have set limits on activations.
Posted: Fri Oct 19, 2007 2:14 pm
by Stone Gargoyle
Flying Force Sphere(Major) by Stone Gargoyle
This was created as an attempt to do a major version of Flying Force Discs from PU1.
Th character can create a ship using force fields. As an enclosed sphere, it can provide a limited oxygen supply as needed. The ship acts as transportation but can be made to fire parts of itself as weapons.
1.Ship Sphere: The hero can create a force sphere and enlarge it to become a ship.
Range: Can be created up to 300 feet away.
Size: 10 foot diameter per level. Starts seating one person, gaining an additional passenger seat at level 4,8, and 12. Size and seating can be adjusted as needed when the ship is created.
Flight Capabilities: Flies at an air speed of 200 mph per level, as well as hovering stationary and moving straight up and down(VTOL capable).
Weight Limit: MEX200 lbs
Maximum altitude: 10,000 feet per level
Limits: Cannot functon underwater
SDC: PE of creatorX100
Bonuses: +4 dodge under 80mph, +6 over 80mph
Duration: One hour per level
Attacks per melee: Creating a ship sphere takes one full melee round
3.Oxygen Supply: when in an area with no breatheable atmosphere, the ship can provide oxygen for 10 minuts per level. Otherwise, oxygen is filtered in from outside the sphere
4.Weapon Capabilities:
As Projectile: Damage from collision is 4d6, +1d6 damage at levels 1,3,5,7,9,11,13 and 15(Roll piloting skill to aim). +4 damage for every 20mph of speed. The ship itself takes 1d6 damage from such a collision.
Bolts of Force: Each bolt costs 1 SDC of the ship's total. Bolts shape into spheres of their own and fire off of the surface of the ship, pulling away from it.
Range: 100 feet, +20 feet per level
Damage: 1d6 per level
Duration: Instant
Attacks per melee: Each bolt counts as one melee attack/action.
Bonuses: +4 to strike on an aimed/called shot
5.Escape Spheres: If more than 1/3 of total SDc is gone, the sphere will shrink to accommodate the decreased SDC. To avoid having the crushed, the hero can jettison the passengers in temporary smaller spheres.
Size: 5 foot in diameter
Flight Capabilities: 50mph per level
Weight limit: MEX10 lbs
SDC: PE of creatorX10. Subtracts from larger ship's total SDC.
Bonus: +1 dodge
Attacks per melee: Escape spheres can be generated using a single melee attack The escape spheres cannot be piloted but simply shoot off in the direction predetermined by their creator.
6.Other Abilities and Bonuses:
+10% to pliot:spacecraft and navigation skills
+1d4 ME
Posted: Fri Oct 19, 2007 7:19 pm
by dragon_blaze_99
Flying force sphere is very cool but I think in my game i will change the weight limit to self + MEX100 lbs
the others are top notch as per the norm
Posted: Sat Oct 20, 2007 12:02 am
by Stone Gargoyle
dragon_blaze_99 wrote:Flying force sphere is very cool but I think in my game i will change the weight limit to self + MEX100 lbs
the others are top notch as per the norm
Meh, I thought it was implied that as the creator of the sphere, the hero would not count in the weight limit, but perhaps I should change it to include the hero's weight.
Thanks for the feedback.
Posted: Sat Oct 20, 2007 11:22 pm
by Stone Gargoyle
Here is more for the Oversoul category, which I feel needed to be addressed:
Oversoul Age: The oversoul itself is 1d20X1000 years old. A 1% skill bonus should be given to the active hero for each 1000 years of the Oversoul's age beyond 2000 years.
Experience Calculation and Advancement: As per Immortals, the Oversoul starts at 1d4+1 levels. Use the Mega-Hero experience table found on page 352 of HU2 for the Oversoul's level of advancement.
It should also be noted that the Oversoul and its vessels gain experience seperately. This is important because power levels are determined by the level of the Oversoul, not that of the vessel when becoming the active hero. Skils, however, will be performed at the level of the individual vessel when becoming the active hero.
Oversouls and their vessels share experiences. Oversouls gain 1% of their vessel's experience when it is not an active hero. Experience gained from the active hero, however, is split to give the bulk of the experience to the Oversoul, which gains 90% of the experience, leaving its vessel with a mere 10% of the experience gained as an active hero. Vessels will have only a vague memory of their experience as a hero, which is why their share is so low. Experience for the Oversoul and its vessels should be kept seperate.
Oversoul experience determines only the active hero's power level and the number of active heroes.
Posted: Sun Oct 21, 2007 1:28 pm
by Stone Gargoyle
This was written to address the question poesed by Pepsi Jedi regarding microwave powers. The Energy Expulsion: Microwave subability may also be used as a minor superpower by itself.
Microwave Manipulation(Major) by Stone Gargoyle
The hero can generate microwaves, using them in various ways.
1.Energy Expulsion: Microwave: The hero can cause a target's body to generate heat by focusing a microwave pulse beam at them. The microwave enrgy bypasses all forms of natural body armor, Kevlar, ceramic, pastic, and other types of armor which are not made of metal(upon roll to strike above 5). Microwaves are reflected by all types of metal, including material as flimsy as tin foil.
Range: 100 feet per level
Duration: Instant
Damage: 2d6, +1d6 at levels 4, 8 and 12
Can regulate damage in increments of 1d6 after level 3.
2.Flight: Energy: Same as monir super ability.
The hero can fly by expelling microwave pulses from the bottoms of his feet producing an 8-12 foot energy tail, leaving a traceable trail for those able to sense microwaves.
Bonuses in Flight: The hero can hover several inches above the ground during combat in order to use his full bonuses.
Speed: 160 mph, +20mph per level
+1 attack per melee round
+1 to strike and parry
+2 to dodge when hovering or fluing at speeds under 80mph, +4 to dodge when flying at speeds of 80mph or faster.
+4 damage for every 20mph of speed
+20 SDC
Damage Optional Rule: Those hit by the energy tail take 1d6 damage.
3.Impervious to Microwaves and Harmful Radiation: Takes no damage from microwaves and harmful radiation, and only half damage from fire and heat, as well as other forms of energy.
4.Sense Microwaves and Radiation: The hero has the ability to sense microwave radiation, as well as other radioactive elements or sources.
Range: 200 feet, +20 feet per level
5.Other Abilities and Bonuses:
Living Thermostat: The hero can determine air temperature to within 1d4 degrees by simple feel, as well as always being aware of his own body temperature.
Fatigues at half normal rate
+2d6 PE
+2 to save vs. shock/trauma
Posted: Sun Oct 21, 2007 2:12 pm
by Stone Gargoyle
The name of a new animne show appearing on Cartoon Network inspired the creation of this power, though otherwise has nothing to do with the show. What can I say, inspiration comes from strange places.
Plus I thought it would be cool to have a power by this name.
Death Note(Major) by Stone Gargoyle
"This is the sound of
you dying."
This is a silent but deadly major version of Energy Expulsion: Ultrasonic Screech.
1.
Energy Expulsion: Inaudible Attack: The superbeing is capable of emitting sounwaves which cannot be detected by normal hearing. Animals with advanced Hearing and heroes with Heightened Sense of Hearing will hear it but be -2 to save against its more deadly effects.
Range: 40 foot radius, +10 feet per level. Cannot be used underwater.
Duration: Damage continues to be infliceted as long as the inaudible screeching noise is maintained- One melee round at level one, plus an additional melee round at levels 2,4,6,8,10,12, and 14
Damage: 1d4 damage directly to hit points at the start of the screech and 1d4 additional dhit point damage each subsequent round. The victims will be deafened following the attack. Even if making a successful save, the victims bleed from the nose; -15% to perform any skills(-30% to Acrobatics and Gymnastics or any other skill that involves balance)and are unable to perform any skills having a sound or verbal element unless they are proficient at reading lips, and are -4 to initiative, -6 to strike, parry and dodge, and superpowers like Radar and Sonar are disrupted( reduce range and related skills and abilities by 80%). Of course, characters who are deaf are immune to the penalties, though the damage will still be inflicted and a save vs. the extreme effects of ther power will still need to be made. Following the attack,haracters with Heightened Sense of Hearing and animals with Advanced Sense of Hearing will be made temporarily deaf for 1d4 +2 days unless using protection for their ears(but why would they?). All others are deafened for 1d4 melee rounds following the attack.
Attacks per melee: To mainain the inaudible screech, the character uses up half his attacks and is -15% to skill performance.
Immunity to Sonic Attack: The character himself cannot be harmed by sonic powers such as Ultrasonic screech or Sonic Boom, nor be deafened by loud noises.
Saving Throw: The victims must save vs. brain hemorrage/seizure(14 or better, PE bonus applies) or suffer severe shock, losing all of his melee attacks for the round and the next 3d4 melee rounds following. There is also a 60% chance they will lose consciousness for 2d4 minutes.
The victim can only recover if removed from the area of attack, and then will experience severe pain for a timeuntil he can receive medical teention. Speed is reduced by 80%, combat bonuses are lost(penalties due to deafness still apply), atacks are reduced to one and skill performance reduced by 90%. Unless the victim receives medical attention, he will die.
2.
Heightened Sense of Hearing: Same as the minor super ability.
Range: 360 foot radius(75 feet: as low as 1 decibel, 150 feet: as low as 10 decibels, 360 feet: only sounds above 30 decibels)
Estimate Distance of Sound: 60% +5% per level
Estimate Speed and Direction of Approach: 50% +5% per level
Recognize Voice or Sound: 40% +5% per level
Imitate Voice: 30% +5% per level
Bonuses:
+1 parry
+2 dodge
+6 initiative
3.
Other Abilities and Bonuses:
+1d4 PE
+20% save vs. coma/death
+2d6 Hit Points
Posted: Sun Oct 21, 2007 2:20 pm
by dragon_blaze_99
sorry SG but i think thats going to count as a
Conversion
so all copy it first
Posted: Mon Oct 22, 2007 11:54 am
by Stone Gargoyle
dragon_blaze_99 wrote:sorry SG but i think thats going to count as a
Conversionso all copy it first
How is it a conversion to use two words used as the title of a series? If it were based on something in or about the show, then I would agree, but c'mon.
Posted: Mon Oct 22, 2007 12:19 pm
by Stone Gargoyle
Energy Expulsion: Devastating Decibels(Major) by Stone Gargoyle
"..."
The superbeing produces soundwaves which have extremely destructive capacity, breaking down walls with but a whisper.
1.Energy Expulsion: Destructive Decibels:
Range: 100 feet radius per decibel produced
Duration: Always on, though effect of voice being used is instant.
Attacks: Making a controlled, limited sound uses 2 melee attacks/actions
Damage: 1d4 per decibel to living, organic targets in range; 1d4X10 per decibel to nonliving and inorganic targets in range
Effect: Doing a controlled whisper using a self control roll(12 or better, ME bonus applies) will produce 1d4 decibels of sound. If failing a save, it will produce 10 decibels(whisper).
Guidelines For Decibel Scale:
10 decibels: a light whisper
20 decibels: a quiet conversation
30 decibels: normal conversation
50 decibels: a loud conversation
60 decibels: shouting
Use the decibel scale above if forced to talk or shout( damage inflicted per second in normal conversation)
2.Remaining Silent: Since the superbeing is aware of the effects he creates when making vocal sounds, he has trained himself to be silent.
Self-Control Bonus: +2 at level one, +1 per level, for the purpose of avoiding using his vocal cords.
Any time the character is struck, he must roll self control to avoid moaning, groaning, grunting or making any other sound(12 or better, ME bonus applies). SDC damage will typically only cause the superbeing to produce soft grunts and moans on a failed roll, but HP damage may cause him to inadvertently shout on a failed roll.
3.Resistant to Sonic and Vibratory Attacks: While immune to the effects of his own soundwaves, the superbeing still takes half damage and effects from sonic attacks and deafening noises. He takes full damage from rocks falling as a result of his own and others' attacks, as well as any damage from broken glass and other debris.
4.Drawbacks: Maintaining constant control of his vocal cords costs the superbeing one attack each melee and he is -5% to any skill performance. -2 to self control rolls if moving more than half speed. Due to shallow breathing required, the superbeing fatigues at twice the normal rate( heavy breathing does damage equivalent to a light whisper). Furthermore, normal conversation is impossible due to the damage caused by a single syllable. normal unrestrained conversation inflicts the decibel damage per second while the superbeing is talking (see decibel scale to determine level of damage from a whispered, quiet, normal or loud conversation).
5.Other Abilities and Bonuses:
+1d4X10 SDC
+10% to Literary and Writing skills, as well as sign language
+1d4 PE
+1d6 ME
Posted: Mon Oct 22, 2007 1:07 pm
by wolfsgrin
Stone Gargoyle wrote:Energy Expulsion: Devastating Decibels(Major) by Stone Gargoyle
"..."
The sperbeing produces soundwaves which have extremely destructive capacity, breking down walls with but a whisper.
1.Energy Expulsion: Destructive Decibels:
Range: 100 feet radius per decibel produced
Duration: Always on, though effect of voice being used is instant.
Attacks: Making a controlled, limited sound uses 2 melee attacks/actions
Damage: 1d4 per decibel to living, organic targets in range; 1d4X10 per decibel to nonliving and inorganic targets in range
Effect: Doing a controlled whisper using a self control roll(12 or better, ME bonus applies) will produce 1d4 decibels of sound. If failing a save, it will produce 10 decibels(whisper).
Guidelines For Decibel Scale:
10 decibels: a light whisper
20 decibels: a quiet converstaion
30 decibels: normal conversation
50 decibels: a lod conversation
60 decibels: shouting
Use the decibel scale above if forced to talk or shout( damage inflicted per second in normal conversation)
2.Remaining Silent: Since the superbeing is aware of the effects he creates when making vocal sounds, he has trained himself to be silent.
Self-Control Bonus: +2 at level one, +1 per level, for the purpose of avoiding using his vocal cords.
Any time the character is struck, he must roll self control to avoid moaning, groaning, grunting or making any other sound(12 or better, ME bonus applies). Sdc damage will typically only cause the superbeing to produce soft grunts and moans on a failed roll, but HP damage may cause him to inadvertently shout on a failed roll.
3.Resistant to Sonic and Vibratory Attacks: While immune to the effects of his own soundwaves, the superbeing still takes half damage and effects from sonic attacks and deafening noises. He takes full damage from rocks falling as a result of his own and others' attacks, as well as any damage from broken glass and other debris.
4.Drawbacks: Maintaining constant control of his vocal cords costs the superbeing one attack each melee and he is -5% to any skill performance. -2 to self control rolls if moving more than half speed. Due to shallow breathing required, the superbeing fatigues at twice the normal rate( heavy breathing does damage equivalent to a light whisper). Furthermore, normal conversation is impossible due to the damage caused by a single syllable. normal unrestrained conversation inflicts the decibel damage per second while the superbeing is talking (see decibel scale to determine level of damage from a whispered, quiet, normal or loud conversation).
5.Other Abilities and Bonuses:
+1d4X10 SDC
+10% to Literary and Writing skills, as well as sign language
+1d4 PE
+1d6 ME
friggn sweet. very inspiring. much evil can come from this.
Posted: Mon Oct 22, 2007 3:58 pm
by Stone Gargoyle
wolfsgrin wrote:Stone Gargoyle wrote:Energy Expulsion: Devastating Decibels(Major) by Stone Gargoyle
"..."
The sperbeing produces soundwaves which have extremely destructive capacity, breking down walls with but a whisper.
1.Energy Expulsion: Destructive Decibels:
Range: 100 feet radius per decibel produced
Duration: Always on, though effect of voice being used is instant.
Attacks: Making a controlled, limited sound uses 2 melee attacks/actions
Damage: 1d4 per decibel to living, organic targets in range; 1d4X10 per decibel to nonliving and inorganic targets in range
Effect: Doing a controlled whisper using a self control roll(12 or better, ME bonus applies) will produce 1d4 decibels of sound. If failing a save, it will produce 10 decibels(whisper).
Guidelines For Decibel Scale:
10 decibels: a light whisper
20 decibels: a quiet converstaion
30 decibels: normal conversation
50 decibels: a lod conversation
60 decibels: shouting
Use the decibel scale above if forced to talk or shout( damage inflicted per second in normal conversation)
2.Remaining Silent: Since the superbeing is aware of the effects he creates when making vocal sounds, he has trained himself to be silent.
Self-Control Bonus: +2 at level one, +1 per level, for the purpose of avoiding using his vocal cords.
Any time the character is struck, he must roll self control to avoid moaning, groaning, grunting or making any other sound(12 or better, ME bonus applies). Sdc damage will typically only cause the superbeing to produce soft grunts and moans on a failed roll, but HP damage may cause him to inadvertently shout on a failed roll.
3.Resistant to Sonic and Vibratory Attacks: While immune to the effects of his own soundwaves, the superbeing still takes half damage and effects from sonic attacks and deafening noises. He takes full damage from rocks falling as a result of his own and others' attacks, as well as any damage from broken glass and other debris.
4.Drawbacks: Maintaining constant control of his vocal cords costs the superbeing one attack each melee and he is -5% to any skill performance. -2 to self control rolls if moving more than half speed. Due to shallow breathing required, the superbeing fatigues at twice the normal rate( heavy breathing does damage equivalent to a light whisper). Furthermore, normal conversation is impossible due to the damage caused by a single syllable. normal unrestrained conversation inflicts the decibel damage per second while the superbeing is talking (see decibel scale to determine level of damage from a whispered, quiet, normal or loud conversation).
5.Other Abilities and Bonuses:
+1d4X10 SDC
+10% to Literary and Writing skills, as well as sign language
+1d4 PE
+1d6 ME
friggn sweet. very inspiring. much evil can come from this.
That is the idea. I have been working on this for a while and it was figuring out the damage and ranges which finally allowed it to come into being.
Posted: Mon Oct 22, 2007 7:10 pm
by dragon_blaze_99
Stone Gargoyle wrote:dragon_blaze_99 wrote:sorry SG but i think thats going to count as a
Conversionso all copy it first
How is it a conversion to use two words used as the title of a series? If it were based on something in or about the show, then I would agree, but c'mon.
it's not a conversion Nimmy dont delete it i was just bugging SG
sorry
Posted: Tue Oct 23, 2007 1:16 am
by Stone Gargoyle
dragon_blaze_99 wrote:Stone Gargoyle wrote:dragon_blaze_99 wrote:sorry SG but i think thats going to count as a
Conversionso all copy it first
How is it a conversion to use two words used as the title of a series? If it were based on something in or about the show, then I would agree, but c'mon.
it's not a conversion Nimmy dont delete it i was just bugging SG
sorry
*grumbles* You are so not funny...
Posted: Tue Oct 23, 2007 2:20 am
by Pepsi Jedi
Having read the microwave power above.. It was nice but looked a bit weak for a major power, and also didn't include some of the more interesting aspects of the energy source.
Control Elemental force: Microwaves.
This power gives the hero the ability to control and direct microwaves to a variety of effects. From attacks to more subtil uses.
1: Microwave beam: The hero generates a directed microwave beam at a target. It ignores forms of armor and strikes the target itself. Damage is done by the spinning of the water molecules in a substance (( also fats and sugars.)) The molecular movement generates heat. The heat is the source of the damage.
Damage: 2d6+1d6 per level
Range: 100ft +100ft per level
Duration: Instant.
Counts as one melee attack.
3: Microwave communication: Before the advent of fiber optic transmission, most long distance telephone calls were carried via microwave point-to-point links through sites like the AT&T Long Lines facility shown in the photograph. Starting in the early 1950's, frequency division multiplex was used to send up to 5,400 telephone channels on each microwave radio channel, with as many as ten radio channels combined into one antenna for the hop to the next site, up to 70 km away.
The hero can use Microwaves for a short range telephone. Concentrating his power and making a "call" up to 70km away. Works as standard phone with hero as the receiver. Can't call unlisted numbers or the like and must spend all attacks per melee concentrating to maintain a stable link to ONE phone line.
2: Disrupt various communications
: Microwave radio is used in broadcasting and telecommunication transmissions because, due to their short wavelength, highly directive antennas are smaller and therefore more practical than they would be at longer wavelengths (lower frequencies). There is also more bandwidth in the microwave spectrum than in the rest of the radio spectrum; the usable bandwidth below 300 MHz is less than 300 MHz while many GHz can be used above 300 MHz. Typically, microwaves are used in television news to transmit a signal from a remote location to a television station from a specially equipped van.
By concentrating on his power he can disrupt these communications in a limited area. All radio and broadcasting is disrupted in the sphere of influence.
Range 100ft per lvl
Damage: None. just scrambles the transmission. Doesn't damage the equipment.
Range. self or up to 100 feet away.
Duration: Indefinite, but requires half the char's melee actions per round to maintain.
Wireless LAN protocols, such as Bluetooth and the IEEE 802.11 specifications, also use microwaves in the 2.4 GHz ISM band, although 802.11a uses ISM band and U-NII frequencies in the 5 GHz range. Licensed long-range (up to about 25 km) Wireless Internet Access services can be found in many countries (but not the USA) in the 3.5–4.0 GHz range
By concentrating on his power he can distrupt these communications in a limited area.
Range 100ft per lvl
Damage: None. just scrambles the transmission. Doesn't damage the equipment.
Range. self or up to 100 feet away.
Duration: Indefinite, but requires half the char's melee actions per round to maintain.
Metropolitan Area Networks: MAN protocols, such as WiMAX (Worldwide Interoperability for Microwave Access) based in the IEEE 802.16 specification. The IEEE 802.16 specification was designed to operate between 2 to 11 GHz. The commercial implementations are in the 2.5 GHz, 3.5 GHz and 5.8 GHz ranges.
Wide Area Mobile Broadband Wireless Access: MBWA protocols based on standards specifications such as IEEE 802.20 or ATIS/ANSI HC-SDMA (e.g. iBurst) are designed to operate between 1.6 and 2.3 GHz to give mobility and in-building penetration characteristics similar to mobile phones but with vastly greater spectral efficiency.
# Cable TV and Internet access on coax cable as well as broadcast television use some of the lower microwave frequencies. Some mobile phone networks, like GSM, also use the lower microwave frequencies
By concentrating on his power he can distrupt these communications in a limited area.
Range 100ft per lvl
Damage: None. just scrambles the transmission. Doesn't damage the equipment.
Range. self or up to 100 feet away.
Duration: Indefinite, but requires half the char's melee actions per round to maintain.
3: Disrupt radar: Much the same as disrupting communications. But for radar. Radar also uses microwave radiation to detect the range, speed, and other characteristics of remote objects
Damage: None.
Duration: Indefinite, but requires half attacks per melee
Range 100ft +100ft per level of experience.
4: Microwave flight.
Flight: Energy: Same as minor super ability.
The hero can fly by expelling microwave pulses from the bottoms of his feet producing an 8-12 foot energy tail, leaving a traceable trail for those able to sense microwaves.
Bonuses in Flight: The hero can hover several inches above the ground during combat in order to use his full bonuses.
Speed: 160 mph, +20mph per level
+1 attack per melee round
+1 to strike and parry
+2 to dodge when hovering or fluing at speeds under 80mph, +4 to dodge when flying at speeds of 80mph or faster.
+4 damage for every 20mph of speed
+20 SDC
5: Impervious to Microwaves and heat: Takes no damage from microwave attacks or heat based attack. Fire it self will burn a character but ambient heat will not.
6 Sense microwaves: Range 500ft,+50 feet per level.
Other bonuses:
+20 SDC
+1d6 PE
Posted: Tue Oct 23, 2007 1:53 pm
by Stone Gargoyle
Clarification: Technically, it would be Control Energy: Microwaves. I was basing my version off the microwave gun info in AU and did not account for microwave jamming aspects. It may have to be reworked. You did not note the inability of microwaves to penetrate metals in yours, merely the fact that it "ignores armors", which it would not in many cases. I included ambient radiation sense because the micrrowaves are sensed in the same manner as radiation. And you might have at least given me dual credit for laying some of the groundwork. Sheesh.
Posted: Tue Oct 23, 2007 7:14 pm
by Pepsi Jedi
Actually the energy that microwaves 'radiate' isnt the same "stuff" as "Radiation" it's alot different. And Mine was based off the stuff in HU. I believe it was the copy energy pattern that had a microwave power in it. I'll have to go back and look.
Posted: Tue Oct 23, 2007 7:50 pm
by Stone Gargoyle
Rather than argue, how's about I show you what the powers combineed would look like:
Control Energy: Microwaves(Major) by Stone Jedi and Pepsi Gargoyle
The hero can generate microwaves, using them in various ways.
1.Energy Expulsion: Microwave: The hero can cause a target's body to generate heat by focusing a microwave pulse beam at them. The microwave enrgy bypasses all forms of natural body armor, Kevlar, ceramic, pastic, and other types of armor which are not made of metal(upon roll to strike above 5). Microwaves are reflected by all types of metal, including material as flimsy as tin foil. In other words, it ignores forms of armor and strikes the target itself. Damage is done by the spinning of the water molecules in a substance (( also fats and sugars.)) The molecular movement generates heat. The heat is the source of the damage.
Range: 100 feet per level
Duration: Instant
Damage: 2d6, +1d6 per level
Can regulate damage in increments of 1d6 after level 3.
2: Microwave communication: Before the advent of fiber optic transmission, most long distance telephone calls were carried via microwave point-to-point links through sites like the AT&T Long Lines facility . Starting in the early 1950's, frequency division multiplex was used to send up to 5,400 telephone channels on each microwave radio channel, with as many as ten radio channels combined into one antenna for the hop to the next site, up to 70 km away.
The hero can use Microwaves for a short range telephone. Concentrating his power and making a "call" up to 70km away. Works as standard phone with hero as the receiver. Can't call unlisted numbers or the like and must spend all attacks per melee concentrating to maintain a stable link to ONE phone line.
3: Disrupt various communications: Microwave radio is used in broadcasting and telecommunication transmissions because, due to their short wavelength, highly directive antennas are smaller and therefore more practical than they would be at longer wavelengths (lower frequencies). There is also more bandwidth in the microwave spectrum than in the rest of the radio spectrum; the usable bandwidth below 300 MHz is less than 300 MHz while many GHz can be used above 300 MHz. Typically, microwaves are used in television news to transmit a signal from a remote location to a television station from a specially equipped van.
By concentrating on his power he can disrupt these communications in a limited area. All radio and broadcasting is disrupted in the sphere of influence.
Range 100ft per lvl
Damage: None. just scrambles the transmission. Doesn't damage the equipment.
Range. self or up to 100 feet away.
Duration: Indefinite, but requires half the char's melee actions per round to maintain.
Specific Communications Disrupted:
Wireless LAN protocols, such as Bluetooth and the IEEE 802.11 specifications, also use microwaves in the 2.4 GHz ISM band, although 802.11a uses ISM band and U-NII frequencies in the 5 GHz range. Licensed long-range (up to about 25 km) Wireless Internet Access services can be found in many countries (but not the USA) in the 3.5–4.0 GHz range
Metropolitan Area Networks: MAN protocols, such as WiMAX (Worldwide Interoperability for Microwave Access) based in the IEEE 802.16 specification. The IEEE 802.16 specification was designed to operate between 2 to 11 GHz. The commercial implementations are in the 2.5 GHz, 3.5 GHz and 5.8 GHz ranges.
Wide Area Mobile Broadband Wireless Access: MBWA protocols based on standards specifications such as IEEE 802.20 or ATIS/ANSI HC-SDMA (e.g. iBurst) are designed to operate between 1.6 and 2.3 GHz to give mobility and in-building penetration characteristics similar to mobile phones but with vastly greater spectral efficiency.
# Cable TV and Internet access on coax cable as well as broadcast television use some of the lower microwave frequencies. Some mobile phone networks, like GSM, also use the lower microwave frequencies
4: Disrupt radar: Much the same as disrupting communications. But for radar. Radar also uses microwave radiation to detect the range, speed, and other characteristics of remote objects
Damage: None.
Duration: Indefinite, but requires half attacks per melee
Range 100ft +100ft per level of experience.
5.Flight: Energy: Same as minor super ability.
The hero can fly by expelling microwave pulses from the bottoms of his feet producing an 8-12 foot energy tail, leaving a traceable trail for those able to sense microwaves.
Bonuses in Flight: The hero can hover several inches above the ground during combat in order to use his full bonuses.
Speed: 160 mph, +20mph per level
+1 attack per melee round
+1 to strike and parry
+2 to dodge when hovering or fluing at speeds under 80mph, +4 to dodge when flying at speeds of 80mph or faster.
+4 damage for every 20mph of speed
+20 SDC
Damage Optional Rule: Those hit by the energy tail take 1d6 damage.
6.Impervious to Microwaves and Harmful Radiation: Takes no damage from microwaves and harmful radiation as wel as heat, and only half damage from fire, as well as other forms of energy.
7.Sense Microwaves and Radiation: The hero has the ability to sense microwave radiation, as well as other radioactive elements or sources.
Range: 500 feet, +50 feet per level
8.Other Abilities and Bonuses:
Living Thermostat: The hero can determine air temperature to within 1d4 degrees by simple feel, as well as always being aware of his own body temperature.
Fatigues at half normal rate
+2d6 PE
+2 to save vs. shock/trauma
+1d4X10 SDC
If I am being a little heavy handed, I am sorry. I have had a really bad day.
Microwave Frequencies:
How are the higher frequencies designated? What is meant by "Millimeter waves"? People often misuse the term "millimeter waves" to mean any microwaves of higher frequencies than those normally used. Here are some frequency bands, exact frequencies and approximate wavelengths. EHF is considered "Millimeter Waves" because the range of wavelengths is between 1 mm and 1 cm. Above 300 GHz is considered "Sub-millimeter waves" because the wavelength is below one millimeter. Frequencies above 1 THz (1000 GHz) are called "Terahertz frequencies" or "Very long wave infrared" Band Starts at Ends at VHF 30 MHz 300 MHz - 10 meters 1 meter UHF 300 MHz 3 GHz - 1 meter 10 cm< /TR> SHF 3 GHz 30 GHz - 10 cm 1 cm EHF 30 GHz 300 GHz - 1 cm 1 mm Sub Millimeter 300 GHz Infinity - 1 mm zero