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Posted: Tue Dec 04, 2007 2:23 pm
by Stone Gargoyle
Shadow Manipulation: Magic Shadow(Major) by Stone Gargoyle
The character can beome one with shadows, utilizing it for the following abilities:
1.Reduce/Eliminate Shadow: The superbing can dispel all the shadows in a given area or selectivle reduce it. Can reduce one shadowy area, equal to his ME anumber in feet, for every ME point he has per hour. Shadow must be less than 200 feet away. Uses one melee action to dispel a shadow and 1 per melee round to maintain while concenttrating.
2.Increase Shadow: The superbeing can create a shadowy area of up to 20 square feet up to 200 feet away. Uses one melee action to create the shadow and then one action per melee round to maintain it through concentration. Those with nightvision or special optics are -5 to all combat moves in the supernatural darkness, all others are -8. The superbeing can shape the shadow however he desires.
3.Shadow Meld: The superbeing can hide and move unseen within the shadows with limited nightvision of 100 feet. The superbeing can hide in ordinary shadow or generate a supernatural shadow as above which will last for 10 minutes per level so long as he remains motionless.
4.Shadow Puppet: While secluded in the shadow, the superbeing may leave his body and animate the shadow which has physical attributes equivalent to his ME score and uses his ME bonus to strike. It can only travel up to 200 feet away from his body and will only be maintained for 10 minutes per level, only able to be created his ME number of times per day. As shadow, he cannot attack but can spy on others. The shadow is vulnerable only to magical attacks, psionics, magic and light-based attacks, having an SDC equal to the superbeing's ME number. If destrroyed, the superbeing will be forced back into his own body and suffer -2 to all combat moves, be reduced to half attacks and speed, and lose initiative for the next ten minutes.
5.Shadow Walk: The superbeing can dissappear into shadow and emerge from a nearby shadow up to 20 feet away, working as a short range teleport.
6.Other Abilities and Bonuses: The superbeing possesses a Horror Factor of 10, plus 1 at levels 3,6,9,12 and 15; +10% to Prowl and Detect Concealment
Posted: Tue Dec 04, 2007 5:08 pm
by Stone Gargoyle
Gravitational Opposition is a bit to powerful, but i am trying to add more drawbacks and limiting factors, having already edited it once in that regard. Feedback on these powers would be nice, many of which were not really up to my usual standards.
Posted: Tue Dec 04, 2007 6:09 pm
by dark brandon
Stone Gargoyle wrote:Gravitational Opposition is a bit to powerful, but i am trying to add more drawbacks and limiting factors, having already edited it once in that regard. Feedback on these powers would be nice, many of which were not really up to my usual standards.
Simplify it. The FTL travel is a bit much.
I'd just say Bounce: character can leap 6xPS in ft, and any fall damage he takes is reduced by 1/2 damage. (less math is good).
Fly: Character travels 10x his speed and can fly at this speed.
Posted: Tue Dec 04, 2007 8:41 pm
by taalismn
Stone Gargoyle wrote:Technomorph(Major) by Stone Gargoyle
This is a variant modeled after Iczer's Exomorph power.
2.Adopt Robotic Mentality: Even when not taking a robotic form, the caracter gains +10% to Robotics skills and works with no penalty (same as the Hardware category) and gains +10% to computer, electrical and Mechanical skills.
For the TechnoMorph power I'd say for the Robotic Mentallity advantage, impose a Disadvantage of -1d6 to M.A(maybe -2d4).....the character comes across as somewhat stiff and mechanical seeming, like an animatronic sculpture, and when accessing their technical/mechanical skills, they sound and seem repetitive and textbook-ish when describing what they're doing...
Posted: Tue Dec 04, 2007 9:41 pm
by Stone Gargoyle
dark brandon wrote:Stone Gargoyle wrote:Gravitational Opposition is a bit to powerful, but i am trying to add more drawbacks and limiting factors, having already edited it once in that regard. Feedback on these powers would be nice, many of which were not really up to my usual standards.
Simplify it. The FTL travel is a bit much.
I'd just say Bounce: character can leap 6xPS in ft, and any fall damage he takes is reduced by 1/2 damage. (less math is good).
Fly: Character travels 10x his speed and can fly at this speed.
Maybe so, but the point of the power is that the further from another gravity source he gets, the more powerful he becomes. I rwealize the FTL is a bit much, but the odds are he will never go into orbit of the planet and be able to fly at that speed, as he has to jump from something above the altitude he wishes to fly at.
Posted: Tue Dec 04, 2007 9:43 pm
by Stone Gargoyle
taalismn wrote:Stone Gargoyle wrote:Technomorph(Major) by Stone Gargoyle
This is a variant modeled after Iczer's Exomorph power.
2.Adopt Robotic Mentality: Even when not taking a robotic form, the caracter gains +10% to Robotics skills and works with no penalty (same as the Hardware category) and gains +10% to computer, electrical and Mechanical skills.
For the TechnoMorph power I'd say for the Robotic Mentallity advantage, impose a Disadvantage of -1d6 to M.A(maybe -2d4).....the character comes across as somewhat stiff and mechanical seeming, like an animatronic sculpture, and when accessing their technical/mechanical skills, they sound and seem repetitive and textbook-ish when describing what they're doing...
Yeah, that is the idea exactly. I appreciate the feedback and will use it as you have written, if you don't mind.
Edited.
Posted: Tue Dec 04, 2007 10:37 pm
by Stone Gargoyle
Catscratch Fever(minor) by Stone Gargoyle
Wounds inflicted by the character's fingernails, doing a mere 1 point of damage (may be more if this power is given to a character having a type of claws), do not heal for 1d6 days unless medically treated, though most people will just dismiss the damage as a light scratch. The character may save vs. disease (14 or better, PE bonus applies) to combat the ensuing illness. If failing the saving throw and the wound is left untreated, the victim will begin running a low grade fever, dropping his combat bonus -1 and his skill performance -5%, cumulative each day this is left untreated (so by the third day, the victim will suffer -3 to combat rolls and -15% to skill performance, for instance). Once the power duration ends, the fever breaks and the wounds begin to heal normally.
Chameleon Skin(minor) by Stone Gargoyle
This is loosely based on the first subability of the Chameleon power appearing on page 255 of the HU2 main book. The hero's skin can change color to nlend into his environment.
1.Chameleon: The character's skin changes color to blend into the environment.
Chances of being unseen: (0% undetectable if completely still; 70% undetectable if moving 2 feet per melee or less; 30% undetectable if moving 4 feet per melee round; toally ineffective if moving any faster than 6 feet per melee.
Duration: Constant and automatic feature of his or her biology.
Bonuses: +10% to disguise skill
2.Limitations: The hero's clothing does not change color and the hero suffers a penalty of -20% to his chances of being unseen if wearing anything other than a speedo or bikini.
Compression Bolts(minor) by Stone Gargoyle
The character can compress the space between water molecules to create projectiles.
Range: 50 feet, plus 10 feet per level (half underwater)
Duration: Instant
Damage: 2d6, +1d6 at levels 3,6,9,12 and 15
Attacks per mele: Each bolt counts as one melee attack
Bonus: +2 to strike aimed
Posted: Tue Dec 04, 2007 11:47 pm
by Stone Gargoyle
Stupefication(minor) by Stone Gargoyle
This power is a form of energy emission which effects the brainwaves of all in range of the character.
Range: 10 foot per level radius around the character.
Duration: Constant, always in effect. People remain affected while in the radius around the character and for 1d4 melee rounds after they leave the area of effect.
Saving Throw: Victims may save against the effect by making a save vs. psionics of 16 or better (ME bonus applies)
Effects: Victims who do not make their save vs. the effect suffer from the following: All mental attributes drop 2d4 points for the duration of the effect, with skills being performed at a penalty of -30%. All combat bonuses are reduced to half, attacks are reduced to half and initiative is lost, as is any bonus to roll with punch, fall or impact as the victim stands there staring stupidly. The victim will also be at a -4 to save vs. mental possession and mind control, as well as any form of suggestion. Psionics possessed by the victim cost twice the normal ISP cost to use.
Limitations: The power does not work on Master Psionics or those with immunities to psionics and mind control.
Other Bonuses:
+1d4 ME
The character is immune to the Stupefication and other mind control powers of others
+2 save vs. possession and psionic attack.
+10% to seduction skill
Posted: Wed Dec 05, 2007 12:14 am
by Iczer
Stone Gargoyle wrote:Catscratch Fever(minor) by Stone Gargoyle
Wounds inflicted by the character's fingernails, doing a mere 1 point of damage (may be more if this power is given to a character having a type of claws), do not heal for 1d6 days unless medically treated, though most people will just dismiss the damage as a light scratch. If left untreated, the victim will begin running a low grade fever, dropping his combat bonus -1 and his skill performance -5%, cumulative each day this is left untreated (so by the third day, the victim will suffer -3 to combat rolls and -15% to skill performance, for instance). Once the power duration ends, the fever breaks and the wounds begin to heal normally.
we don't use Saving throws any more?
Batts
Posted: Wed Dec 05, 2007 12:29 am
by Stone Gargoyle
Iczer wrote:Stone Gargoyle wrote:Catscratch Fever(minor) by Stone Gargoyle
Wounds inflicted by the character's fingernails, doing a mere 1 point of damage (may be more if this power is given to a character having a type of claws), do not heal for 1d6 days unless medically treated, though most people will just dismiss the damage as a light scratch. If left untreated, the victim will begin running a low grade fever, dropping his combat bonus -1 and his skill performance -5%, cumulative each day this is left untreated (so by the third day, the victim will suffer -3 to combat rolls and -15% to skill performance, for instance). Once the power duration ends, the fever breaks and the wounds begin to heal normally.
we don't use Saving throws any more?
Batts
Good point. I will add one...
Edited.
Posted: Wed Dec 05, 2007 1:06 am
by Stone Gargoyle
I did go back and edit Gravitational Opposition to read that sonic speeds are possible, not FTL, as Dark Brandon was right, that is a bit much.
Organ Reassignment(minor) by Stone Gargoyle
The superbeing is capable of assigning minor organs new duties, reconfiguring them temporarily as necessary. This allows him to generate a secondary heart at the cost of his appendix or a new kidney by reassigning part of his intestine, etc.
Bonuses: +20% save vs. coma/death, +2 PE, +2 save vs. poisons/toxins
Attacks: Uses 2 melee attacks/actions to reassign and reconfigure an organ
Duration: The new organ only functions for 2d4 melee rounds before reverting to its original function
Limitations: This cannot be used to replace already functioning organs or the charater's brain, it can only coompensate for one damaged organ at a time, and if medical treatment is not received to restore the damaged organ or at the very least get the character on life support, before the reassigneed organ returns to normal, the character will enter into a coma and possibly die.
Posted: Wed Dec 05, 2007 1:43 am
by Stone Gargoyle
Animorph(Major) by Stone Gargoyle
This is another variant based on Iczer's Exomorph power. The character can adopt the form and natural attributes of animals. The character simply adopts the form and natual abilities by touching the animal for one melee round. The caracter will be able to mimic that species at any given time in the future. The character modifies his abilities to those of the new species, but cannot gain the equivalent superhuman powers or psionic abilities unless they are a natural, integral part of that species. It does not confer the animal's natural instincts or ability to survive, or even familiarity with the natural habitat of the species until level three.
1.Assume Animal Forms:
Range: Self
Duration: Templates are permanent once gained, and the character maintains the new form or takes another animal form (being knocked out or killed will not change him back).
Gaining Templates: The character must make physical contact with the animal for one full melee round and must copy that specific color, size and specific representative of the breed.
Number of Templates: The character can store one of a general type of animal, i.e. one bird, one mammal, one reptile, one amphibian, etc., up to a number equal to half his IQ plus 1 per level after the first. If he decides to take another mammal, for example, he loses the mammal type stored, dropping one to pick up another. Extremely large animals are unavailable until level 5 and require 2 slots.
Number of shifts per day: 3. Any over this and the character must save vs. Insanity (14 or better) or be stuck thinking they are that animal until the next day when they can try again (+1 difficulty on each successive day). After five failed attempts, the character essentially becomes the animal shifted to.
2.Adapt to Environment: At level 3, the hero begins to become one with his animal forms, instinctively gaining animal instincts and survival abilities and feels comfortable in their native habitat.
Range: Self
Duration: Indefinite while concentrating
Other Abilities: The character also begins to be able to be able to use one specific animal of choice's abilities without changing fully into the animal at level 3, but only as long as he concentrates (uses one action per melee). Cannot use flight powers or anything requiring physically changing, but abilities like burrowing and animal senses can be gained.
3.Other Abilities and Bonuses: +1 to save vs. disease, +1 to roll with punch, fall or impact, and fatigues at one quarter rate
Posted: Wed Dec 05, 2007 2:33 am
by Stone Gargoyle
Armor Plating(Major) by Stone Gargoyle
The hero transforms into an enormous armored warrior. This is a more ceramic claylike form of Bio-Armor wich appears to be a series of interlocking plates and blades, appearing much like an enormous armadillo.
1.Armor Statistics:
Natural AR: 14
SDC: 1d4X100
Duration: Indefinite until dispelled
Armor Weaponry: The hands and feet form claws which are between 4 to 6 inches long, doing knife damage of 3d6 plus PS damage bonus. Has a +1 to strike, parry and disarm using the claws, +2 to pull punch
Penalties and Disadvantages: Normal movement in the armor is done at half the hero's normal speed, reducing PP by -3. -60% to any skills requiring delicate hand movements or agility. The armor does not protect against psionic or magical attacks, nor gases or disease.
Bonuses:Weight is 8 times normal when in the armor, and gives the hero a +6 to his PE attribute. The strength of the armor adds +10 to PS, which is considered Extraordinary. The armor takes only one third damage from physical attacks, including blunt attacks, projectiles and melee weapon attacks. Half damage from heat, fire and cold. The hero gains a +2 to initiative to transform into the armored form when being attacked, epending a melee action. Armor SDC regenerates at a rate of 4d6 per 10 minutes; if completely destroyed, the character cannot recreate the armor for a full 24 hours. Horror Factor of 12 when the armor is in place.
2.Special Attacks: Rolling Assault The character can perform a rolling attack at their full movement rate.
Damage: 1d8X10 when rolling over people, vehicles and other objects.
Posted: Wed Dec 05, 2007 3:28 am
by Stone Gargoyle
Absorb Superabilities(Major) by Stone Gargoyle
The hero with this ability absorbs the bioelectrical field of another being, draining energies and powers.
When touching individuals without superabilities, this attack drains their life essence, doing 1d4X10 damage directly to Hit Points and possibly killing them or sending them into a coma for 2d4 years (may save vs. coma/death to enter a coma and not die) unless a successful save is made against the power. If a successful save is made, the damage is reduced to 1d4 damage to Hit Points and they are knocked out for a mere 2d4 melee rounds.
For those with superabilities, this power targets the superpowers first, draining the raw power from them, doing 1d4 damage to Hit Points, negating their abilities and transferring them to the character for 2d4 years unless a successful save is made. If the save is made, the target still takes the 1d4 damage to Hit Points and the character has use of their powers for a mere 2d4 melee rounds.
Range:Touch
Saving Throw: The victim of this attack may save vs. the effect(14 or better, ME bonus applies)
Drawbacks and Limitations: This power is always on, making intimacy for the character impossible. Characters with energy absorption powers and bio-armor are immune to the effects of this power, and it will not affect anyone with a nonorganic APS power.
Here's a few of my own
Posted: Wed Dec 05, 2007 7:41 am
by Prince Artemis
Here's a few of my own. They're used for characters that are gods of entertainment (literally). All of them are Majors
Diva
This ability makes the hero a prestigeous hero of amazing fame, beauty, and poise.
Galmour: Add 3D6 to PB and MA attributes.
Fashion Sense:
Not only is the hero able to pick out or even design amazing outfits, they are able to wear them pertectly. This means the character could walk flawlessly in 12 inch heels if they felt the need to, and can't trip on their own clothes no matter how cumbersome. Wardrobe malfunctions are impossible, unless the hero wills one to happen.
Photogenic:
The hero is able to sense all cameras, video cameras, and recording devices in the vicinity, as well as when they are on or triggered, allowing the hero to take appropriate poses for cameras, or to keep from saying anything image damaging on tape. All pictures of the character turn out perfect, in focus, and with perfect lighting (even if the lighting wasn't). +20% to photography skill for everyone that photographs the Diva.
Trend Setter:
In conjucntion with the Fashion Sense ability, the hero has a habit of setting trends in fashion, food, and anything else the character does. The character is so glamourus that people are willing to go an extra step farther to imitate the hero, though never anything dangerous (unless the hero is actually a villian).
A Natural:
The character receives the public speaking skill, the singing skill, and the disguise skill at +15% or add +25% if the character already possesses these skills. The character is a born entertainer. What's more dangerous is that the characters acting or singing is so good that people can get swept up in it. This bestows the ability equal to Emapthetic transmission to the hero that can effect everyone in the audience that doesn't make a save of 14, but the emotion must relate to the music being sung or the acting being made.
Ageless:
The character barely ages, and when they do it's always for the better. Do not reduce PB or MA with age.
Body Control:
While not true shape shifting, they can control how enviromental factors affect their appearance. This means that the diva can tan as they wish, and it will be perfect, with no fear of sunburn or even skin cancer. They can distribute the fat from food they eat anywhere or no where on their body as the please. They can make themselves look like body builders with only a single session in the gym if they so wish. They can effectively change their shape into anything humaniod they wish, as long as they do something that would lead towards that goal.
Making the Scene:
The character has the ability to make anyone in a radious of 50 feet per level of experience simply know they are there. This is not a psychic ability but a use of the targets other senses. The people effected will feel the subconcious urge to turn towards the diva for some reason.
Damage Control:
The character has the ability to sway public opinion their own side if anything damaging comes to light. This may be unfortunate pictures or stories of a checkered past, or even an illegal activity. This doesn't protect them from the law, but does effect how the public will see them. This doesn't make people forget, it simply makes the public see passed it or see it in a positive light. The character gets a damage control point for every second level of experience.
Disadvantages:
Only the normal disadvantages of being a celebrity. People constantly want to know about the hero, and are usually sought after by paparazzi. This can be dangerous for a hero and can lead to their secret identity(if they have one) being found out quicker, and published on a wide scale.
Mass Media
A spell that allows for manipulation of multiple types of media in many different ways.
1. Broadcasting: The hero can transmit what he's seeing or hearing on a large scale in several ways. He can broad cast what he sees and hears to any television within range, either a specific set or everyone in his realm of influance. This transmission is in his own first person view, looking through his eyes. and actually superscedes channels, making turning off the tv the only way to stop it. He can also transmit everything he hears in a similiar way to any radios withen his range.
An alternative way of using this power is through use of a video camera for a more third person transmission. This also allows the user to broadcast his own image over the set range.
Range: 200 feet per level of experience.
Duration: 10 minutes per level of experience.
2. Control Entertainment Devices: The hero can manipulate entertainment devices with his mind. Turning units on, changing channels or frequencies and volume are all possible. Anything the device can do normally can be done by the hero with only a glance.
Range: Line of sight.
Duration: Unlimited.
3. Video and audio editing: The character, through deep concentration, can edit any type of media he sees mentally. Changes can be anything he imagines, including editing images and sounds, changing colors, ect. He can even insert people, objects and new lines into the material. This will only affect the specific copy of work. The hero can combine this ability with the broadcasting ability to omit or add people or things from what he broadcasts, or change how some people look.
Range: Touch
Duration: Length of the media.
Penalties: Requires a lot of concentration. Reduce attacks per melee by two as long as the hero uses this power. Reduce all attacks to one if combining this power with the broadcasting power.
Other bonuses and abilities:
+1d4 to ma
Photogenic, never takes a bad picture or looks/sounds bad in any media.
Alter Physical Structure: Cartoon
This transformation can manifest in one of two ways depending on the character but it is chosen at the character creation and will always be that manifestation. The first is the character doesn't appear to change, but things happen to them like they would a cartoon or the character becomes a cartoon version of themselves, ala Who Framed Rodger Rabbit.
1. Limited Invulnerability: The character becomes immune to any damage they are aware of and can react to. What this means is as long as the character isn't doing something else, they take no damage. If the character is performing a skill or attacking, is invulnerability doesn't apply. Treat this as like successful dodge. However the character must do something to react to the attack. This can be anything from spitting out a bullet (even if shot by a laser) or holding up a help me sign, or saving themselves from a fall by using a tiny parachute or umbrella. It's up the character imagination and sense of humor.
2. Toon Object Creation: The character can pull objects from somewhere, such as a pocket, behind their back, out of their ear ect. It can be any object but is obviously a cartoon. In the case of weapons, the damage done is not real, though it appears to be. Treat this as an illusion. However secondary effects, such as being knocked off their feet, knocked out, can happen with a successful strike. These attacks can never be fatal, not even indirectly. For example: A spring-loaded-punch-glove that knocks someone back towards a pit of lava, moving train, ect, would knock the person back, but they would stop just prior to the actual danger.
3. Limited Metamorphosis: The character can change their clothing, shape, color, and anything else at will, as long as they are still recognizably themselves. This can include appearing growing huge muscled, being crushed into a cube or pancake, rolled up into a ball, appearing to be the opposite gender, ect. Also, the ability includes removing parts, the same as the anatomical independence ability, and growing parts akin to the enlarge body parts abilities, however do not include and bonuses from these abilities and enlarge parts count as a cartoon attack and thus do no real damage.
4. Cartoony Disguise: Using the previous ability the character can use it as a limited disguise. Despite the unusual nature of the ability, and the fact it looks like a horrible disguise, automatically fool anyone that didn't see the change, but only for 30 seconds (two melees). This can be good for getting into a locked room, or past a guard into another room, but is useless for any long conversation or doing anything in the open. What's worse is that after the 30 seconds, anyone fooled will know that they were fooled and are likely to attack if the character is still visible, or sound an alarm.
5. Limited Flight: The character can fly using various cartoony ways, but the speed of the flight is limited to their Spd attribute (does not include super speed abilities). The method of flight is up the character, but is generally goofy looking, such as flapping their arms or hands, inflating themselves with gas or air, or firing themselves from a cannon.
6. Humor Factor: 8+1 at levels 3,6,9,12, and fifteen. Also add one more for every 3 M.A. points over 16.
7. Bonuses: +8 to Roll, automatic pull punch, +50% to sense of balance, cannot be possessed, and does not need to breath underwater.
Penalties: -4 to mind control, will turn to dust for 1D4 melees if exposed to fire-based attacks, or freeze for 1D4 melees if exposed to cold-based attacks.
Posted: Wed Dec 05, 2007 10:52 am
by Stone Gargoyle
There have been APS Cartoon powers posted before:
Tigerhouse wrote:Alter Physical Structure Cartoon
Note: This power should not be rolled for randomly! And always remember, the best way to play a character with this power is to keep in mind that nothing is too crazy or too stupi ... er, I mean too imaginative to try!
Who hasn't at some point wanted to be a cartoon? With this superpower, your chance has arrived! The character can transform into a living cartoon of a look suiting their personality and just like one would expect, the altered form reacts just like cartoons do on Saturday morning. A child hero with this superpower should be allowed to have it at its full ability, no matter his or her age, due to the power's nature.
1. Resiliency: Natural Armor Rating (A.R.) of 16, +1 at levels 5 and 10. Even if an attack causes no damage it may still have a cosmetic effect. Explosions blacken the face, bullets bounce off like they had hit rubber, the body impossibly bends in a "U" to avoid the attack, a harmless hole appears through the body, and so on. This A.R. is not effective against magical or psionic attacks.
2. Cartoon Attack: For every 1D and every 10 points of P.S. damage bonus (rounded down) that one of the cartoon's attacks should do, only a single point of damage is actually inflicted. Despite the actual damage caused being reduced, damage is still rolled normally and then doubled for the purposes of determining knock-down.
3. Cartoon Alter Form/Reaction: The character can do typical cartoon-style alterations to his body, like inflating his hand by blowing on his thumb. The character also reacts in the typical cartoon fashion to events around him; his eyes pop out when he is afraid or his jaw hits the floor when he sees a beautiful member of the opposite sex. Such reactions are involuntary and cannot be controlled by the character so long as he is in his cartoon form. The G.M. should carefully control how the cartoon's alterations of his body will affect the game.
4. Other Abilities & Bonuses in Cartoon Form:
•Does not breathe but must still eat and sleep. Gasses that work by contact and not through inhalation can still affect the character but he is +6 to save.
•Is immune to normal fire and cold effects, although such attacks will cause half damage if they roll above the character's A.R.
•Can carry 50x P.S. in pounds and lift 100x P.S.
•The character does not fatigue from physical exertion.
+2D4 to M.A. with a minimum of 17 in both cartoon and normal form.
+2D4 to P.B. (because cartoons are just so darn cute).
+1D4 to P.P.
+4 to roll with punch.
+2 to pull punch.
+1D4x10+10 S.D.C.
5. Limitations: The character is also -3 to save vs magic and psionics and suffers an additional 25% damage from any such attacks. Possibly giving him the "Crazyman" insanity wouldn't be out of line, either (see page 38 of Heroes Unlimited™ 2nd Edition).
6. Notes on Other Character Powers: All other powers possessed by the character become affected by his cartoon nature and will only work when he is in this form. This effect varies as per the other powers but the player should work with the G.M. to determine how they will operate.
For instance, to use his Supernatural Strength he may have to actually inflate his muscles first and will lose access to this power should someone put a pin into them (even if the attack roll was less than his A.R. because it would suit the character's cartoon nature). Perhaps if the character has the ability of Flight: Winged he must first reach into his pocket, pull forth a pair of oversized cartoon wings and attach them to his back. You get the idea. Here are some rules that must be followed in order to keep such powers in adherence to the code of cartoon existence. The G.M. should feel free to further restrict the player's other powers as he feels appropriate.
•To use any attack power, the character must first create a cartoon weapon, like an oversized gun, and for every 1D of damage that the power would normally inflict only a single point is actually caused. As compensation, the weapon, no matter its normal nature (fire, laser, etc.) will still roll the normal amount of dice and then double the result for the purposes of knock-down determination.
•No power can be taken that increases the character's A.R. nor any that grants him immunity or resistance to any attack forms other than those granted by the cartoon form.
•No other Alter Physical Structure powers may be taken.
One final note: Skills like acrobatics and gymnastics are encouraged for characters with this power because they would fit in so well with the mannerisms and antics that such a character is likely to get involved with.
And then there is my APS Toon power:
Stone Gargoyle wrote:Alter Physical Structure: Toon
From The Megaverse and More
Alter Physical Structure:Toon(Major)by [Stone Gargoyle
"I don't want to end up a cartoon in a cartoon graveyard."
The character with this power taps into another dimension to use cartoon physics to his advantage.
1.Cartoon Violence and Physics: None of the toon's attack damage is permanent, disappearing in 1d6 rounds following the character's attack. If an opponent shoud "die" from the attach, his essence/spirit wil take cartoon form, complete with angel wings and harp, unable to leave the area of its body; once the toon character is out of range, the opponent will be magically resurrected, but by that time hopefully the cops will have arrived. Also, by drawing an exit on a wall the player can escape, as humans cannot use this. Drawing a landscape creates a temporary pocket dimension for the toon to walk up into.
2.Increased SDC and Regeneration: The Toon character's body is resilient, having natural AR(12, or at GM's discretion) and increased SDC(set at a flat 350). The Toon character has no hit points in toon form. Further, the character can quickly regenerate damage, popping bullets back out and puling himself back together if cut in half or retrieving body parts that have been pulled off. They can be reattached only if severed parts are rejoined to the body within an hour. It takes only one melee round for the inky substance of the toon body to close wounds. As long as the character SDC is greater than his hit points in human form the character can turn back to normal. If the character dies in toon form, he stays a toon but is drawn into the toon universe.
3.Contortionist: The character goes beyond doublejointedness, as he has no bones; gets the escape artist skill automatically at a base of 90%. The toon character can be smashed flat and still pop back, though he might appear accordionlike and have stars or birdies circling his head. This gives a bonus of 20% to gymnastics, acrobatics and other skills requiring flexibility.
4. Impervious to explosives: The Toon character takes no damage from explosives, though they do darken his clothing for 2 melees.
5.Flatten Self: The character can become flat to slip under doors or flatten against walls, adding 20% to the prowl ability.
6.Sonic Speed: The character can only use this twice per day and only for the purpose of running through a wall or walls, leaving a broken outline, when escaping a failed save from Horror Factor, usually following popped out eyeballs and hair standing on end. If unable to use this power following said failed save, the character will use Temporary Death instead.
7.Temporary Death: If the Toon character is hit by a critical strike, regardless of the damage, or ha fails a save vs. Horror Factor, the character can feign death. This involves sticking out his tonge in a sickly manner, having his eyes turn to "(X)(X)", and clasping his heart( a daisy appearing out of nowhere), then collapsing. A cartoony angel will fly out of him and look around before flying back into the character after one full melee round. The character is immune to any attack while this sequence plays out.
The character can also choose to use this as an escape by making the ground upen up and then bury him, a tombstone popping up. Instead of having the angel come back to him, the angel flies off and transforms back to the character's human form. In this case, the character is prone to attack in toon angel form, which flies at a slow 15mph.
8.Other Abilities and Bonuses:
Physical strength is Extraordinary in toon form
The character's weight is a fifth of what it is as a human.
Radiates no heat in Toon form, thus cannot be deteced by infared or heat sensors.
Awe Factor: 5(12 among small children)
9.Limitations and penalties:
The character takes twice damage from acid and the damage cannot be regenerated as a toon. The character is also vulnerable to erasers and can be captured by being sucked into a pen.
Relationship Snag: Sex with a human while in toon form will cause the two universes to merge and everyone to turn into toons.
Retrieved from "http://wiki.thedeificnmi.com/index.php/Alter_Physical_Structure:_Toon"
Posted: Wed Dec 05, 2007 11:59 am
by Stone Gargoyle
Crypt Rot(minor) by Stone Gargoyle
This is a variant based on the Cellular Rot and Decay power from PU3. The superbeing is a carrier for a nasty disease which causes the cells of anything it comes into contact with to break down.
1.Wither Flesh: Unless the victim makes a save vs. infectious disease(16 or better, PE bonus applies), the character's touch will cause cells of a living organism it touches to die off.
Range: Touch only.
Duration: Instant and continues while contact is made unless a successful saving throw is made.
Damage and Effects: 3d6 +1 point per level. Damage is inflicted first upon SDC and then Hit Points are affected. Once 1% of the victim's SDC is depleted, the area of contact is destroyed and, in the case of an arm, falls off. Withering continues 1d4 melees after contact is broken, but the damage is reduced to only 1d4 damage per melee round. Movement is reduced by 80%, initiative is lost, and the victim suffers -4 penalty to attack moves due to partial paralysis.
2.Rotting Clothing, Wood and Other Unliving Materials: Onliving organic matter is less affected. Clothing and anything touched by the character takes 1d4 SDC damage per melee round, rotting holes in the substance.
4.Other Abilities and Bonuses: +6 to sve vs. disease, +4 to save vs. poisons and toxins, Impervious to the Cellular Rot and Decay and Crypt Rot powers of others.
Energy Expulsion: Aura of Disbelief(minor) by Stone Gargoyle
The character generates a pseudopsionic energy field affecting the minds of those in range. this was first created as a subability of my Myth major superability.
Anyone seeing the character and his/her actions will have to save vs. psionic attack or doubt their own senses.
Range: Line of Sight, 100 feet per level
Duration: While the character is in range, plus 2d4 melee rounds. Even if making a saving throw, opponents lose one attack and are -2 to combat moves to defend against this character.
Saving Throw: 14 or better vs. psionic attack, ME bonus applies. Mind Block will negate all effects.
Penalties: Those failing their saving throw will lose 2 attacks and be -6 to combat moves against the character as their mind struggles to overcome a disbelief that the character is even there.
Limitations: Does not affect mechanical beings or those immune to mind control or psionics.
Other Abililities and Bonuses: +2 ME, +2 save vs. psionics and mind control, +2 to save vs. illusions
Energy Expulsion: Dead Calm(minor) by Stone Gargoyle
The character withh this power and all others in range are always calm, heartbeat steady.
Range: 10 foot per level radius
Duration: This effect is always on for the character generating it. For targets affected, it continues to affect them 2d4 melee rounds after the character is out of range.
Saving Throw: Targets in range may make a saving throw (14 or better, ME bonus applies) to fight the effect
Bonuses to the Character and Those Affected:
+1 to save vs. magic
+4 to save vs. Horror Factor
+4 to save vs. Mind control and hypnosis
+2 to save vs. possession
Those affected can remain calm and perform skills without penalty even during high stress situations.
Note that this will also negate the effects of Adrenaline Surge, Battle Rage and Frenzy effects, as well as other similar powers.
Posted: Wed Dec 05, 2007 12:36 pm
by dark brandon
Stone Gargoyle wrote:Maybe so, but the point of the power is that the further from another gravity source he gets, the more powerful he becomes. I rwealize the FTL is a bit much, but the odds are he will never go into orbit of the planet and be able to fly at that speed, as he has to jump from something above the altitude he wishes to fly at.
I don't think a power should be determined "too powerful" based on campaign. A game that takes place in outer space makes this a very powerful power, and isn't outside the realms of HU campaign setting.
Beyond that, I do think simple is better.
Posted: Wed Dec 05, 2007 12:45 pm
by Prince Artemis
Stone Gargoyle wrote:There have been APS Cartoon powers posted before:
The difference being that mine were made for a specific campaign and I just felt like sharing. I didn't feel like browsing 200 pages of supper powers on the off chance one of mine had been posted before.
Posted: Wed Dec 05, 2007 12:49 pm
by Stone Gargoyle
Energy Expulsion: Cold Zone(minor) by Stone Gargoyle
The character generates a refrigeration field with freezing effects.
1.Refrigeration Field:
Range: A radius of 40 feet, +10 feet per level
Duration: The character must concentrate to keep the cold in effect. He can incrrease or decrease the temperature by 35 degrees per melee round. The temperature will rise on its own at the same rate when the character ceases using the power or moves from the area.
The Damaging Effects of Cold: The temperature can be regulated by the character.
70 degrees Fahrenheit: Room Temperature (average)
50 to 35 degrees Fahrenheit: Uncomfortably cold.
34 to 0 degrees Fahrenheit: Water frezes; the ground becomes slippery around the character (20% chance of slipping). Those approaching must make a maintain balance roll to keep fron falling. Anyone without warm clothing or powers to compensate will be numbed by the cold and suffer the following penalties: -2 to initiative, -1 to strike, parry and dodge, -2 to roll with punch, fall or impact. Penalties and numbness last 2d4 melee rounds after the victim leaves the area of effect.
-1 to -35 degrees Fahrenheit: All of the above, plus hypothermia and frostbite will begin to affect those unprotected from cold for more than 10 minutes (cold skin, frozen extremities, purplish lips). Penalties: -20% to skill performance, -1 attack, -4 to initiative, -2 to all combat rolls, speed is halved and the victim will have a hard time talking clearly. Frostbite will occur after 20 minutes of exposure; 1d6 damage per 20 minutes. Victims need 2d6X10 minutes of being warm and dry to return to normal, but any damage from frostbite will remain and may require medical attention.
2.Limitations: While the character is not affected by his own cold field, he can be hurt by the effects of cold when the aura is not around him.
3.Bonuses: The field protects the character from the effects of cold except for those effects greater than those of the field he is generating. It allows him to take half damage from heat and fire attacks. No protection is given when the field is not in place.
Posted: Wed Dec 05, 2007 12:52 pm
by Stone Gargoyle
Prince Artemis wrote:Stone Gargoyle wrote:There have been APS Cartoon powers posted before:
The difference being that mine were made for a specific campaign and I just felt like sharing. I didn't feel like browsing 200 pages of supper powers on the off chance one of mine had been posted before.
I know. I was just sharing variants to what you have created so you might feel like creating a variety of them.
Posted: Wed Dec 05, 2007 1:26 pm
by Stone Gargoyle
Energy Expulsion: Hot Zone(minor) by Stone Gargoyle
The character generates a heat field with sweltering effects.
2.Heat Generation Field:
Range: A radius of 40 feet, +10 feet per level
Duration: The character must concentrate to keep the heat in effect, able to raise or lower the temperature 25 degrees per melee round. The temperature will go down on its own at the same rate if the character ceases using the power or leaves the area.
Damaging Effects of Heat:The temperature can be regulated by the character.
70 degreea fahrenheit: Room Temperature
90 to 105 degrees Fahrenheit: Uncomfortably hot but bearable
106 to 140 degrees Fahrenheit: Tar on the street melts and food can literally cook on the ground.
141 to 190 degrees Fahrenheit: Start of discomfort, shortness of breath, intense perspiration. People in the heat zone are likely to pass out: 01-30% likelihood. Roll for every temn minutes of exposure.
191 to 300 degrees Fahrenheit: Extreme discomfort, blurs vision, causing great difficulty breathing and 1d4 damage for every one minute of exposure. 01-70% chance of passing out every 6 melee rounds. Victims of heat are -2 to strike, parry and dodge, and -25% on skill performance. victims need 2d6X10 minutes to cool down even after the area has been left or will suffer heat exhaustion and require medical attention.
2.Limitations: While the character is not affected by his own heat field, he can be hurt by the effects of heat when the field is not present.
3.Bonuses: The field protects the character from the effects of heat and cold except those of greater heat than the field is generating It allows him to take half damage from cold and ice attacks. No protection is given when the field is not active.
Posted: Wed Dec 05, 2007 3:00 pm
by Stone Gargoyle
Energy Expulsion: Paranoia(minor) by Stone Gargoyle
"I always feel like somebody's watching me... And I got no privacy."
The character generates a wave of paranoia which is felt as a tap. when it passes through a target, the individual will feel as if someone is watching him. There is a 01-30% chance the character wil turn on his teammates if he fails his saving throw.
Range: 400 feet, line of sight
Atacks: Uses one melee attack action to shoot wave
Damage: 1 point of SDC damage
Bonus to strike: Equal to the character's ME bonus
Duration: Instant; effects last 2d4 melees, with a 01-10% chance of becoming permanent
Saving Throw: The target must make a save vs. insanity (15 or better, +1 at levels 4,8 and 12, ME bonus applies). After the initial duration, the affected individual must make a second saving throw (12 or better, ME bonus applies). If he fails this second saving throw, there is a 01-10% chance the effect has become permanent. If not permannent, the duration begins again, but is over after the second duration epires.
Bonuses to those Affected by Paranoia: Those affected individual will gain +2 to all combat moves while the paranoia is in effect, They will be -15% to skill performance, however.
Energy Expulsion: Photon Blast(minor) by Stone Gargoyle
The hero can gather light particles and use them to create a concussive attack which is both physical and light-based.
Range: 1000 feet, plus 100 feet per level
Damage: 1d4X10, plus 2 points per level, which cannot be reduced. Double damage to shadow creatures, vampires and other undead.
Duration: Instant
Attacks per melee: Each blast counts as one melee attack
Bonus to strike: +2 aimed
Posted: Wed Dec 05, 2007 4:22 pm
by Stone Gargoyle
dark brandon wrote:Stone Gargoyle wrote:Maybe so, but the point of the power is that the further from another gravity source he gets, the more powerful he becomes. I rwealize the FTL is a bit much, but the odds are he will never go into orbit of the planet and be able to fly at that speed, as he has to jump from something above the altitude he wishes to fly at.
I don't think a power should be determined "too powerful" based on campaign. A game that takes place in outer space makes this a very powerful power, and isn't outside the realms of HU campaign setting.
Beyond that, I do think simple is better.
Right, and normally this power would not even get posted, as it is in progress, but I am trying to compile powers for inclusion in the wiki, plus get feedback from the boards. I did modify the power to only reach sonic speeds, but it will require much work before I would even try using it.
Posted: Wed Dec 05, 2007 4:44 pm
by Stone Gargoyle
Entertainment Factor(minor) by Stone Gargoyle
This is modified from the Trickster Mage OCC ability first appearing in the Rifter issue 9&1/2.
The Entertainment Factor is similar to Horror Factor, except it's funny and entertaining. The character starts with an Entertainment Factor of 7 +1d4. This increases by +1 at levels 3,9,12 and 15.
The character must be performing a skill such as dance, juggling, Play Musical Unstrument or the like (=20% to skills related to entertaining). Everybody watching must roll vs. Entertainment Factor; those who fail to save are so enthralled that they lose track of time, momentarily forget about a chore or order, and are not likely to notice things going on around them (those sneaking past or around are +15% to their Prowl skill). This occurs regardless of whether the skill is performed correctly (mistakes will be considered humorous). Even after being roused by danger or combat, they fight without initiative, lose 1 melee attack, and are -1 to all actions (-5% on all skill performance, too) for one melee round.
Note that bonuses to save vs. Horror Factor apply (from ME bonus and other powers). This distraction ability can only be done in a moment of calm or festivities and NOT in the middle of a crisis or combat.
Other Bonuses: +5% to charm/impress, +1d4 MA
Humor Factor(minor) by Stone Gargoyle
Adapted from the Ludicrous Mage OCC originally appearing in the Rifter issue 9&1/2
Everything the hero says comes out funny. This works like an Awe Factor or Horror Factor. The hero starts out with a Humor Factor of 8 +1d4, and goes up +1 at levels 4,8, and 12.
Limitations and Penalties: The hero is a chatterbox, giving him a -40% penalty to Prowl and -2 to Perception (too busy talking).
Effects: Victims of this suffer laughing fits unless they save vs. Humor Factor(16 or better, ME bonus applies), losing initiative, one attack and suffer a penalty of -2 to all combat actions and are -10% to skill performance for 1 full melee round
Other Bonuses: +5% to seduction skill and Charm/Impress rolls.
Posted: Wed Dec 05, 2007 5:10 pm
by Stone Gargoyle
Hollow(minor) by Stone Gargoyle
The superbeing can put his internal organs out of phase. This includes all vital organs and makes it so the hero cannot take internal damage as a result of physical attacks and most energy attacks. The muscle and bone and skin remains normal and can be damaged. If all SDC is depleted, it will draw the organs back into phase, however' and internal damage will occur. Until then, no called shots will work to kill the character (such as a bullet to the head) and no trauma will be induced.
Range: Self
Attacks: Uses no attacks/actions to keep the organs out of phase. Uses one melee attack/action to make the muscles intangible and requires concentration to maintain (;oses 1 melee attack/action per round)
Duration: Can keep internal organs out of phase a number of hours equal to half his PE attribute. Can only keep bones and muscles out of phase for his PE number in melee rounds.
Muscles and bone may be put out of phase, but this will allow him only to take half damage to SDC and his movement will be at 1/10th normal rate, with his PE reeduced to 1/4 normal. The superbveing cannot make himself completely intangible without becoming trapped out of phase. If taking more than 10% normal SDC damage while phasing muscle and bone in addition to internal organs, the superbeing has a 01-30% chance of having the skin collapse to the ground, the phased parts passing through it, and becoming trapped out of phase. If this does not happen, the superbeing will simply be forced to be fully back in phase, unable to use his powers for 24 hours.
Posted: Wed Dec 05, 2007 5:37 pm
by dark brandon
Stone Gargoyle wrote:dark brandon wrote:Stone Gargoyle wrote:Maybe so, but the point of the power is that the further from another gravity source he gets, the more powerful he becomes. I rwealize the FTL is a bit much, but the odds are he will never go into orbit of the planet and be able to fly at that speed, as he has to jump from something above the altitude he wishes to fly at.
I don't think a power should be determined "too powerful" based on campaign. A game that takes place in outer space makes this a very powerful power, and isn't outside the realms of HU campaign setting.
Beyond that, I do think simple is better.
Right, and normally this power would not even get posted, as it is in progress, but I am trying to compile powers for inclusion in the wiki, plus get feedback from the boards. I did modify the power to only reach sonic speeds, but it will require much work before I would even try using it.
Actually, it doesn't seem all that broken.
Posted: Wed Dec 05, 2007 5:54 pm
by Stone Gargoyle
Force Fists(minor) by Stone Gargoyle
This is based on a subability of Create Force Constructc limited to the creation of hands.
1.Create Giant Limbs: The superbeing can create a giant hand out of force which surrounds and extends from his actual hand and moves according to the motions of the hand, like a huge prosthetic limb.
Number: Can create one energy hand per actual hand (2 at a time for humans).
Duration: 10 minutes, +5 minutes per level, or until dispelled or destroyed
Range: The hero can extend the hand out for 30 feet, +5 feet per level
Attacks Uses one melee attack/action to create the hands and then can use them as per his normal number of attacks.
Bonuses: Normal combat bonuses apply when fighting using the hands, +1 to strike, +2 to disarm and +2 to pull punch.
Limitations: Must dispel the energy hands before he is able to perform skills ith his hands normally.
2.Strength and Damage Increase: The hand has the character's equivalent strength, but is considered Supernatural for lifting and carrying, as well as increasing punch damage (see HU2 page 294, or use Kittenstomp's tables)
Energy Hand Creation:
Hand Ceation Cost: Creating a hand costs 300 SDC
Available SDC: PE attribute X100 points per 24 hour period, non-cumulative
SDC Recovery: Regenerates every 24 hours
Posted: Wed Dec 05, 2007 6:01 pm
by Stone Gargoyle
dark brandon wrote:Stone Gargoyle wrote:dark brandon wrote:Stone Gargoyle wrote:Maybe so, but the point of the power is that the further from another gravity source he gets, the more powerful he becomes. I rwealize the FTL is a bit much, but the odds are he will never go into orbit of the planet and be able to fly at that speed, as he has to jump from something above the altitude he wishes to fly at.
I don't think a power should be determined "too powerful" based on campaign. A game that takes place in outer space makes this a very powerful power, and isn't outside the realms of HU campaign setting.
Beyond that, I do think simple is better.
Right, and normally this power would not even get posted, as it is in progress, but I am trying to compile powers for inclusion in the wiki, plus get feedback from the boards. I did modify the power to only reach sonic speeds, but it will require much work before I would even try using it.
Actually, it doesn't seem all that broken.
No, and with a little work it will eventually be ready for inclusion in a game. Just not quite yet.
Posted: Wed Dec 05, 2007 6:32 pm
by Stone Gargoyle
Ghost Grab(minor) by Stone Gargoyle
This is a modifier to the Intangibility power to allow the character to grab a target while intangible.
Actions: Uses one melee attack action to make hands solid and grab.
Duration: One minute per level
Limitations: This power is limited to the character's hands and cannot be used to punch. Good characters will use this responsibly, not to drag someone into the wall and leave them stuck in it.
Maneuvers:
Slam Attack: Making a successful grab, the character can pass through a wall and cause the person they are drasgging to slam into it. This typically does 1d6 damage.
Isolation Tactic: The character can cause the person they are holding to become intangible as well so as to drag them through a wall and get them alone in a room. A save may be made in this case (14 or better, PE bonus applies) to remain solid.
Disarm Tactic The intagible character can pass through the wall behind an opponent and make a disarm wiith a bonus of +3.
Drive By: The character can solidify his hand and a weapon held long enough to fire a shot, but done with no bonuses.
Ghostwalk(minor) by Stone Gargoyle
The character can become intangible for about 3 seconds, long enough to pass through a wall of take a quick look out of cover at enemies firing in his direction. the character can only do this his PE number of times per hour and it requires the expenditure of 2 actions to use. Going over his set limit will cost the hero a HitPoint for hit trouble, and even then there is a 01-30% chance it will not work.
Posted: Wed Dec 05, 2007 7:29 pm
by Stone Gargoyle
Fluidic Expansion(Major) by Stone Gargoyle
The hero's bodily fluids have an unusual effect on matter they come in contact with, transforming it into water.
1.Water Production: A single drop of the hero's sweat, tears or saliva will invade nearby matter, turning it into liquid, more specifically water. The water will be free of impurities and contaminants when created. This is s form of elemental conversion and only works on Earth elements such as dirt and rock.
Range: Affects dirt and rock within a 100 foot radius per level
Amount Created: 100 gallons per level
Duration: 1d4 hours before reverting to its natural state; instant
2.Grow Plants: The water will cause any nearby plants to grow into maturity within 1d4 melee rounds (a minute or less). Trees and large, tree-sized plants gow at a rate of 8 feet per melee round, up to 200 feet tall.
Range: Water will affect plants up to 100 feet per level beyond the edge of the pool formed by the water.
Duration: While water is present, plus 20 minutes per level after, before the plants start returning to normal size at at the same rate as their growth.
3.Drinking Water: By grabbing handfuls of dirt, the hero can gain enough water from touching it to refresh himself, cool himself off or wet parched lips. Any fluids produced by the hero can also provide valuable drinking water.
4.Other Bonuses: +4 to save vs. liquid poisons/toxins
Posted: Wed Dec 05, 2007 7:53 pm
by Stone Gargoyle
Force Field Wings(Major) by Stone Gargoyle
This power allows the character to construct wings of energy which anchor to his shoulder blades are are immovable until dispelled but allow him to fly, as well as acting as a personal defense system.
1.Energy Wings:
Range: Self
Duration: 10 minutes per level of experience, or until destroyed. Note that new wings can be created the instant the duration of one set of wings ends or if wings are destroyed, provided the hero has enough available SDC to build them.
Attacks: Creation of the wings counts as 2 melee attacks/actions; parrying with the wings uses 1 melee attack/action
Bonuses From Wings: Flight is capable at a speed of 360mph, +30mph per level
+1 initiative
+2 dodge under 90mph, +6 over
+4 damage for every 20 mph of speed
2.Wing Creation: Average wingspan is 12-16 feet. The wings cannot be folded back. Minimum SDC per wing is 100. Loss of half the SDC of a wing will prevent flight. The character can use them to parry at +2 when not flying or hovering. SDC available to create the wings is equal to the character's PEX100. Regains SDC for Force wings at a rate of 200 per hour.
3.Special Maneuvers: The character can pull the wings under himself if loss of flight occurs at a low altitude enough to make it dangerous so as to absorb damage from collision, in which case the her suffers half damage, the other half being taken by the wings.
Posted: Wed Dec 05, 2007 9:35 pm
by Iczer
I'm nearly ready to post another burst of powers.
so coming soon....... personal Orbit, Vox horriblis and a few others.
Batts
Posted: Wed Dec 05, 2007 9:39 pm
by Stone Gargoyle
Pain Expulsion(Major) by Stone Gargoyle
"Here comes the Pain!"
The character's body radiates low level energy which is sensed by the pain centers of the brain.
!.Pain Emission Aura: In general, the area around the character in a hundred foot radius will make any entering it feel nauseous and achy, the pain increasing the closer one comes to the character. This is always on unless shut down by the character.
Ranges and Effects: Penalties accumulate the closer an individual get to the character as follows:
100 - 90 feet: Victims will feel achy and nauseous, suffering -1 to initiative and that's all.
89 - 80 feet: Victims will feet the above effects but also need to save vs, the effect is strong aching pain (12 of better, PE bonus applies). If they fail the save, victims will feel the effects while in range and 1 melee round after, suffering -1 to all combatr moves.
79 - 70 feet: The same as above, only the save becomes 14 or better and the effects last 1d4 melees after victims go out of range.
69 - 60 feet: Victims feel throbbing pain and sharp aching unless they roll a save (same difficulty as for 79 to 70 feet effect), with the duration increasing to 1d6 melees.
59 -50 feet: The duration increases to 2d4 melees. The saving throw is now 16 or better.
49 - 40 feet: Penalties increase to -2 to combat rolls and the victims suffer a penalty of -5% to skill performance.
39 -30 feet: The skill penalty increases to 10%.
29 - 20 feet: The combat penalty becomes -3 and the skill penalty raises to -20%, with the victim losing all initiative. A saving throw can be made at 18 or better (PE bonus applies)
19 - 10 feet: The combat penalty raises to -4 and skills are performed at a penalty of -30%, with movement cut down to half speed. Saves can be made, but without the benefit of bonuses.
9 - 7 feet: Holding objects becomes difficult, movement becoming one third normal. The searing pain makes ranged attacks -8 to hit and blurs vision. The pain causes the muscles to cramp severely, doing 1d4 damage to the victim.
6 - 4 feet: The victim doubles over in convulsing pain. No movement is possible if failing a save, with movement being one eighth normal if making it. The saving throw is 19 or better.
3 feet - Touch: No save is possible. The victim must save vs. passing out from the pain (16 or better, ME bonus applies). The victim suffers 2d4 damage per melee round.
2.Alleviate Pain: Alternatively, the character can pull heat and energy out of a wound and disperse it harmlessly by expelling a melee action.
Range: Line of Sight within 30 foot radius.
Bonuses: +1 to lock onto target of healing.
TYhis also allows him to temporarily shut down the pain field, but doing so uses half his attacks for the melee round.
3.Energy Expulsion: Severe Pain: The character can also focus on sending a wave of severe pain at a specific target. This will send the target into excruciating convulsions. Uses two melee attacks/actions to generate the wave. If it hits, there is only a 01-70% chance of it affecting the target properly. A failed roll means the target will feel a twinge more pain but be fine afterwards.
Range: 40 feet, plus 5 feet per level
Damage: If the strike hits anf works properly, the target will be knocked out for 1d4X10 minures and take 1d4 damage direct to Hit Points.
4.Other Bonuses:
the character can sense pain in others within 400 feet, as well as their level of health
+4 PS
+1d6 PE
+2 initiative
+1d4 ME
+15 SDC
Impervious to pain
+20% save vs. coma/death
Posted: Wed Dec 05, 2007 9:41 pm
by Stone Gargoyle
Iczer wrote:I'm nearly ready to post another burst of powers.
so coming soon....... personal Orbit, Vox horriblis and a few others.
Batts
Please do. It's a bit monotonous seeing my name on post after post.
Posted: Wed Dec 05, 2007 10:13 pm
by Stone Gargoyle
Wings of Love(Major) by Stone Gargoyle
The character can summon wings of fluffy ectoplasm which almost hae a cloudlike texture, with the appearance of being made out of heartshaped cotton.
1.Ectoplasmic Wings: With a thought, the character can summon a set of wings made of ethereal energ, with sections shaped like hearts. They enable the character to fly higher and in environments without air, including space.
Average Wingspan: Varies from as small as 6-8 feet to as large as 16 feet. They cannot be folded back, so passage through narrow areas can be problematic.
SDC of Wings: 80 each, recovering lost SDC at a rate of 1d6 per 10 minutes. They can be used to shield incoming attacks, having a Natural AR of 10 against energy attacks. Projectile weapons and physical blows will pass straight through them without harm, but throw an attacker's strike off, presenting a penalty of -4 to strike.
Flight Statistics and Bonuses:
Flight speed is at 360mph, +30 feet per level
+1 attack per round
+1 to initiative
+2 to strike
+2 to dodge under 90mph, +6 over
+4 to damage for every 20mph of flight speed
+40 SDC
2.Love Aura: The wings radiate peaceful energies within a 100 foot radius around the character, giving everyone in range a +2 to all combat mves for the time in the area of effect plus 2d4 melee rounds after, but once the effect wears off, they suffer a penalty of -1 to combat actions for 1d4 melees.
Posted: Wed Dec 05, 2007 10:58 pm
by Stone Gargoyle
Wavelength(Major) by Stone Gargoyle
This was created as an alternative to Control Elemental Force: Water. The character can transfer some of his energy into waves, enhancing them for a variety of effects.
1.Walk on Water: The character can cause water to become stiff and support his weight, plus 50 pounds per level of experience.
Range: Self
Duration: 10 minutes per level of experience
Attacks: Uses one melee attack to "stiffen" water and 1 melee attack/action per round to maintain.
2.Part Water: The character can create a stable, dry corridor to walk through in the center of a large body of water, allowing people to travel with him through it unharmed.
Range: Opens a tunnel 100 feet long per level X10 feet wide
Duration: 20 minutes per level
Attacks: Uses 1 melee attack/action to part water and 1 melee attack/action per melee round to keep water parting ahead of stable corridor as one walks extended distances.
3.Underwater Propulsion: This is basically the same as the minor superability. Underwater propulsion rockets the superbeing through the water in a similar manner as a torpedo, but without any apparent means of propulsion. Unless the character also has Underwater Abilities, he will have to rocket across the surface of the water or use a SCUBA tank to avoid drowning. The water can be as shallow as 2 feet for this ability to work and have the character skim across the surface.
Speed When Travelling in Water: 150mph, +10mph per level of experience, whether it be on the surface, just below the surface or in deep water. The character can also propel himself up out of the water to rise 40 feet in the air.
Bonuses Underwater: Can Hold Breath 2 minutes per level and withstand depths of up to 320 feet
+1 initiative, strike, parry and dodge(floating), +2 dodge over 50mph
+1 damage per 20mph
+20% bonus to any and all Swimming skills
+15 SDC
4.Sense Water: Includes underground springs, pipes and other hidden waterways. Skill Proficiency: 80%, +4% per level
The character can "lure" water to the surface, making it move 2 feet per melee action (cannot use other actions while moving water.
5.Parry Water Bolts: The character can make water bolts turn to avoid him (strike penalty of -4) and attempt to parry underwater bolts (with a bonus of +2). Even if failing to parry, the character takes only half damage from water attacks.
6.Water Slam: The character can create a powerful wave to rise up and slam down on one specific target. The water slam towers about 16 feet tall and 6 feet wide. It can also be used on land if sufficient water is available: 200 gallons or more.
Range: 140 feet, +10 feet per level (line of sight)
Damage: 2d6+1. In addition, victims of the slam lose initiative and 1 melee attack/action.
Attacks: Each use counts as 2 melee attacks/actions.
Bonus: +3 to strike
Posted: Wed Dec 05, 2007 11:36 pm
by Stone Gargoyle
Ticket To Ride(Major) by Stone Gargoyle
The hero has a free pass anywhere he needs to go. His name will mystically appear on passenger lists, or so it seems. This is actually a pseudopsionic effect by which the character is seen to belong and be worthy of passage.
1.Hypnotic Suggestion: The character can influence others to an extensive degree, gaining a +20% to Charm/Impress and Trust/Intimidat checks. In addition, he can make hypnotic suggestions which will influence others to do his bidding unless saving vs. mind control (16 or better, ME bonus applies). This is limited to small things, such as letting him pass without fuss or ignoring the fact he should not be where he is.
2.Computer Merge: The character can also communicate in a limited way with machines, linking directly with computers to change any information which could be entered by a travel agent or receptionist. This will not alter a computer's programming, merely data entered. A less than honest character might use this to access and alter bank accounts, for instance.
3.Unnoteworthy - Forgetable: Similar to the minor superability. The character with this power seems to be forgiotten by all those around him, allowing the character to walk by unsuspiciously, even in the worst situations. The hero can turn this on and off at will by altering his aura. As this uses concentration, he loses an attack and is -2 to all combat moves while this is in effect. Those encountering him while this is active will forget details about him or what he did a minute after he passes by or leaves. No one will retain concrete details about the character, or even if he was even there at all. Note that this does not work on those who are impervious to mind control and illusions, and those who are resistant may make a saving throw (16 or better, ME bonus applies). Does not work if he iss made to stand out, or kills or grieviously injures someone.
4.Other Abilities and Bonuses:
+1d4 ME and MA
+2 to save vs. illusions, psionics, and magic
Impervious to mind control and possession
Posted: Thu Dec 06, 2007 12:02 am
by Stone Gargoyle
One of the drawbacks about going through and posting all this stuff is that it is taking my time away from creating the new powers I have ideas for. Oh, well.
Sea Superiority(Major) by Stone Gargoyle
The character has a great affinity for the sea and powers which make him the king of that domain.
1.Underwater Abilities: The hero has small gills that allow him to breahte in the water as easily as on land.
Swimming: The character can swim at a speed of 150mph, +10mph per level, with a depth tolerance of 1,5 miles. By swimming and slamming into an opponent, the character does +1 damage for every 20mph of speed.
Other Bonuses:
+1 initiative,
+2 to strike and parry
+4 to dodge under 50mph, +6 over
+100 SDC, as his skin and muscles grow more dense to adapt to the pressure
PS is 20+1d6; if over 20 already, add 1d6
His strangth becomes Extraordinary when underwater (if already Extraordinar, it becomes Superhuman, and if already Superhuman it becomes Supernatural)
2.Control Fish: The hero can control the actions of any 1d6X10 fish, with one specific fish becoming his familiar. In addition, he can easily make friends with aquatic animals, including sharks and squid, passing among them without trouble.
Posted: Thu Dec 06, 2007 10:06 am
by Roscoe Del'Tane
Okay, this power may be a bit too powerfull, but it was just too good of an idea to pass over. Let me know what you guys think.
Inhibiter Bonds [major] by Roscoe Del'Tane
"I am the Bond-Master! ...Yeah. Sorry about that, all the good names were taken."
The character possesses a power similar in some respects to the Matter Expulsion family, Power Bands, and Negate Super Abilities. With the bands, character can create a pair of customized, nigh-invulnerable bonds (could be handcuffs, manacles, shackles, leg irons, limited only to the creators imagination) from his body. Bonds that possess an array of useful effects.
1) Unbreakable (mostly) Bonds: The bonds have a Natural A.R. of 16 (players will be -3 to strike without injuring the occupant) and a base S.D.C. count of 50, + 20 per even level. The bonds will regenerate 5 points worth of damage per melee round, and are all but immune to their occupants powers (one-tenth their normal damage). Those with a Supernatural P.S. can try to snap them off, but it must be higher than the creators P.S.x2 +2 per level, and must roll above the A.R., or deal damage to the occupant (equal to half of a full strength punch).
2) Bonds of Draining: In addition to being nearly unbreakable, the creator can, with the cost of 5 hit points (temporarily burnt off), cause the cuffs to slowly drain the occupant of their powers. The occupant must make a save vs. psionic attack (with no bonuses) every six hours, or loose one level of power strength. This will stop when it hits level three, or half the available levels, whichever occurs first. The power drain lasts as long as the cuffs are on, once removed or destroyed, they will regain lsot levels of power at the rate of one for every ten minutes.
3) Odds and Ends: Bonds can be placed at any angle, and on any limb, though the bonder must either have the victim in a joint-lock or hold, or make a to strike roll without any bonuses at -5. Either that or have the occupant-to-be already incapacitated.
The bonds are an extension of their creator. So any other powers they may have can be channeled through the bonds.
The bonds, like all living things, have a limited lifespan once created. Once they have been made, they will only live for one week per odd level of the creators experience. Once created, the maker can appempt to boost the life span by 'feeding' it a bit of his life; all attempts are made at 65% profficiency +3 per additional level, and if succesful will add one more week at the cost of 5 hit points. Bonds cannot be boosted beyond 50% of their normal operational lifespan.
The bonds themselves cannot be used to inflict damage (bind someone so they can’t get out of the way of a stampede, fine. Shock the occupant through them, perfectly acceptable. But strangling, chocking, or breaking bones are all no-no's) by the creator, or anyone else. The only exceptions to this rule are if someone is either attacking the bonds, or trying to break them open.
The possessor of this power can only create 3 bonds per level at one time. So creating a set of hobbles, a blindfold, and a pair of handcuffs would be all that a level one character could make.
The bonds take the flesh tone of the creator, and look like nothing more than a strip of skin wrapped around someone else, despite whatever powers they may possess.
Hit points used to make Bonds of Draining, or to extend the bonds lifespan, will not be regained untill the bonds are dismissed. Once that happens, they are regenerated at one-third normal speed, or one-third of the magical/psionic healing ability.
Posted: Thu Dec 06, 2007 12:18 pm
by Stone Gargoyle
I think the duration is a bit excessive and you should listr the rate by which powers will return to those drained once the cuffs are removed. Good job otherwise.
Posted: Thu Dec 06, 2007 3:15 pm
by Stone Gargoyle
Inflatable Dome(minor) by Stone Gargoyle
The hero can inflate the skin in his scalp for a variety of effects:
1.Flight: Derigible: The hero can fly at a slow speed of 5mph, +1mph per level, if dropping from above and floating down. Its maximum altitude is 200 feet, but can only float from a standing position at 1 foot over the ground. The hero sudfers a -2 to dodge while hovering in this manner.
2.SDC Bonus: The extra flesh in the scalp gives the hero a bonus of 30 to SDC. Blunt weapon and punches and kicks to the head are absorbed, doing only half damage. Provides a +4 to Roll with punch, fall or impact, and can survive falls from twice normal height if landing on his head. The character's neck is also more resiliant.
3.Air Blast: Relasing the air from his ears will blow objects under 3 pounds 1d6 yards.
Ink Manipulation(minor) by Stone Gargoyle
The character can control printed text and ink illustrations at will.
1.Smear Ink: The character can cause a targeted letter or book in range to become unreadable. this occurs whether or not the the ink is "permanent," if the object is laminated, or if the object is behind glass or other barriers.
Range: 20 feet, plus 5 feet per level
Duration: Instant and permanent
Attacks: Uses one melee attack/action to smear ink
Limitations: This power does not affect engravings, stiched on lettering, or any other writing not done in ink. The power will also not penetrate force fields. If the ink in question is a tattoo, the victim having the tattoo can save (14 or better, ME bonus applies) to keep the ink from being pulled from his skin. If failing the save, having the ink removed will do 1d4 damage to the target.
2.Edit Text: The hero can rewrite books or selectively alter specific sentences or paragraphs. He must be able to read the text to do this, and the power has the same penetration and limiting factors as Smear Ink. A writing skill check (+10%) must be made each time this power is used. The hero also reads at an accellerated rate.
Range: 20 feet, +5 feet per level, line of sight
Duration: Instant and Permanent
Attacks: Uses one melee attack/action per page
3.Alter Illustrations: The hero can alter illustrations with the same penetration and limitation factors as for Smear Ink. An Art: Drawing skill check (+10%) must be made each time this power is used.
Range: 20 feet, +5 feet per level, line of sight
Duration: Instant and Permanent
Attacks: Uses one melee attack/action per illustration/image
Posted: Thu Dec 06, 2007 3:48 pm
by Stone Gargoyle
Lesser Invisibility(minor) by Stone Gargoyle
The superbeing can become invisible, but this does not extend to his clothing, which he must remove. The character will be invisible to cameras, cast no reflection in mirrors, and will not trip motion sensors or be visible to any other types of surveillance equipment. He will become visible, however, if anyone within line of sight looks directly at him, or if he becomes nervous (failing any Awe or Horror Factor rolls). He will still appear on heat sensors and thermo-imagers, and will still be able to be heard if failing his Prowl check (+20%).
Duration: Can maintain invisibility for 2d4 melee rounds and then must wait 10 minutes to become invisible again.
Invincible(minor) by Stone Gargoyle
The character is the best at what he does with a specific weapon of choice. This can be added to a magical weapon to grant prowess to its user.
1.Weapon Specialty: The character is a master with his particular weapon while this power is on.
Bonuses:
Automatically gains the relevent Weapon Proficiency
+2 attacks per melee round with the weapon
+3 to pull punch
+3 to strike and parry
+3 to disarm. +1 at levels 4,8, and 12
+1 initiative, +1 at level 4,8, and 12
2.Disabling Strike: As per Ancient Weapons Master (PU2 page 92)
3.Other Abilities and Bonuses:
+1d6 PE
+1d6 PP
+1d6 Speed
Posted: Thu Dec 06, 2007 4:17 pm
by Stone Gargoyle
Leash(minor) by Stone Gargoyle
The superbeing is able to create a sort of invisible tether preventing a subject from escaping his grasp.
1.Tether: The superbeing can attempt to touch a target and create an invisible line of force which cannot be seen or felt but which keeps the subject within a given range of the superbeing.
Range: Touch; links the subject to to superbeing to a radius of 20 feet
Saving Throw: Targets may save vs. the link (14 or better, ME bonus applies)
Duration: 10 minutes per level
Attacks: Uses 2 melee attacks/actions to create the link, during which time the superbeing must keep hold of the target.
Number Created: One tether may be created at level one, with additional tethers able to be used simultaneously at levels 3,6,9,12 and 15
Strength: Targets can pull at the tether to try to drag the superbeing, but the tether is anchored with a Supernatural Ps of 40. The tether will prevent those held from flling off a building, but unless the superbeing backs off 20 feet, they will remain suspended until the superbeing moves, unless of course the duration expires and they fall.
2.Other Abilities and Bonuses:
+2 ME and PE
+1d6 PS
+10% to balance checks
Posted: Thu Dec 06, 2007 9:56 pm
by Stone Gargoyle
Machine Manipulation(Major) by Stone Gargoyle
This power combines aspects of magnetism and shapeshifting. The superbeing can make one machine transform into another.
1.Mechanical Awareness: This is basically the same as the minor superability. The superbeing can sense the presence of surveillance bugs, listening devices, concealed cameras and spy robots. Gains an automatic dodge +4 vs. technology and machine opponents.
2.Magnetism: Attract Metal: The superebeing can attract 3000 lbs, +20 lbs per level, of metal within 50 feet. He can draw the metals together to take on a shape, but unless he also possesses skills related to mechanics and robotics, the machines will only work while the hero is touching and controlling them, to within 50 feet, becoming junk when he loses contact. He does get +20% to mechanical and robotics skills, working with no penalty to robotics skills. GMs might consider letting the hero with this power dual classs as a Hardware Expert, also.
3.Machine Creation: Use Robotics and Hardware creation rules to form robotic armors and vehicles. Ignore AI and power sources, as it is the character controlling the construct. He can, however, use his powers to create permanent robotics if he has the skills.
Posted: Thu Dec 06, 2007 10:55 pm
by Stone Gargoyle
Mega-Grip(Major) by Stone Gargoyle
The superbeing has powerful hands capable of crushing things when squeezing. This is done by manipulating gravitons.
1.Crushing Damage: Use the strength of the character to determine how much damage his grasp does. Hand PS is equal to double the hero's regular PS. (Optional: Double damage if the hero already has Extraordinary strength, triple it if the hero has Superhuman strength, and quadruple it if the hero has Supernatural strength)
PS 15 or less: 2d6 +PS damage bonus.
PS 16 to 20: 3d6 +PS damage bonus.
PS 21 to 25: 4d6 +PS damage bonus.
PS 26 to 30: 4d6 +PS damage bonus.
PS 31 to 35: 6d6 +PS damage bonus.
PS 36 to 40: 1d4X10 +PS damage bonus.
PS 41 to 50: 1d6X10 +PS damage bonus.
PS 51 to 70: 2d4X10 +PS damage bonus.
PS 71 or more: 2d6X10 +PS damage bonus.
Hands are Supernatural in strength when it comes to holding objects, making the grip hard to break.
2.Immovability: Basically the same as the minor superability. When gripping vehicles or the ground, or any other large objects, the character cannot be moved by anyone with a PS less than Supernatural equal to the character's own hand strength. Even then, removal may cause the onject grasped to rip off or be crushed in the process.
3.Other Bonuses:
+4 to pull punch
+2 PS and PE
Hands are resistant to attacks, taking half damage from energy attacks, physical attacks, and extreme cold and heat. The hands have a PS of 30 each, adding to the hero's total SDC.
Punches and slaps do twice normal damage before PS damage bonus.
Posted: Thu Dec 06, 2007 11:16 pm
by Stone Gargoyle
Uber-Optics(Major) by Stone Gargoyle
The character has composite eyes resembling a string of peas which wrap around the sides of hid head.
Optical Abilities: The eyes wrap around the sides of the head, giving complete 360 degree vision. This can be distracting, however, inposing a penalty of -2 to initiative and -5% to all skills. Since the superbeing can see things coming from all sides, he gets an Autododge and can perform a regular dodge at +2, also gaining +4 to Perception checks. The eyes are polarized, making him resistant to being blinded and ill effects from bright lights. They are also resistant to irritants, so penalties normally imposed due to dust and irritants gatting in the eyes are halved. The eyes are armored, having a Natural AR of 12 against strikes to the face. Specific sections of the eyes can be focused to see on a microscopic level at a range of 1 foot per level, requiring 2 melee attacks/actions to refocus the eyes, but creating a temporary blind spot in normal sight (-2 to combat moves. Tey can also be focused to act as long range vision, seeing for a distance of two miles, plus 1 mile per level. The eyes can only be refocused for a limited time, the character's ME number in minutes, and then cannot be refocused again for 10 minutes.
Posted: Thu Dec 06, 2007 11:48 pm
by Stone Gargoyle
Mister Sandman(Major) by Stone Gargoyle
The characteer has a mystical relationship to sands of slumber and the dream state.
1.Sand Blast:The character can generate bolts of sand which appear in front of his palms and spray outward.
Range: 30 feet, +6 feet per level
Duration: Instant
Damage: 1d6, +1 per level
Attacks: Each blast counts as one melee attack/action
Special: Can combine with Sleep Dust subability below.
2.Sand Swarm: The character can reduce himself to sand for the purpose of travel. The sand moves swiftly at three times the character's normal speed. The character is immune to physical attacks while doinf so.
Duration: 4 minutes per level per hour.
3.Sleep Dust: Basically the same as the minor superability. The character can sprinkle sand in someone's face, causing them to sleep.
Range: Thrown, to about 8 feet
Duration: Victims sleep 4 minutes per level of the superbeing's experience. Those who save vs. the effect are made groggy for 2 minutes per level
Attacks: Throwing the sleep dust uses one melee attack/action
Saving Throw: Targets can save vs. falling asleep as a save vs. magic (14 or better, PE bonus applies)
Penalties: Targets who save vs, the effect still suffer from the following penalties: -3 initiative, 13 to strike, parry and dodge, speed is reduced by 30%, and skills take twice as long and are performed at a penalty of -10%.
3.Sleeplessness: Basically the same as the minor superability. As the superbeing casts his sleep on others, he himself is immune to being put to sleep and is completely rested after 3 hours of sleep. He can also go for 48 hours without sleep and remain totaally alert.
4.Other Abilities and Bonuses:
+1d4 ME
+2 save vs. mind control and psionics
+4 save vs. magic
Posted: Fri Dec 07, 2007 12:41 am
by Stone Gargoyle
Ice Expulsion(Major) by Stone Gargoyle
This is a variant on the Sub-Zero power appearing in PU3. The character freezes moisture in the air creating ice.
1.Create Ice Claws: The character can generate ice around his hands to form jagged blades of ice. They can be dug into an opponent and broken off.
Range: Close combat only
Range: 3d6 plus PS damage bonus on th3 initial attack; if the claes are detached and left in the targetr, they will do an additional 4d6 damage from frostbite every 5 minutes until removed.
Duration: 5 minutes per level
2.Fire Shards of Ice: The character can also create shards of ice which can be shot for damage.
Range: 100 feet, +10 feet per level
Damage: 2d6 per ice shard, or 6d6 from 3 simultaneous shards. If piercing flesh and embedded, the shard will do 1d6 frostbite damage per 5 minutes as above.
Rate: Can be shot singly or in groups of 3.
Attacks: Firing ice shards uses 1 melee attack/action
Bonus: +2 to strike with a single blade, no bonus to firing 3 at once.
3.Create Ice Armor: The superbeing can encase himself in ice by freezing the moisture in the air around him. The armor has a Natural AR of 14 and 25 SDC per level. It takes 2 melee attacks/actions for the superbeing to create the armor.
4.Encase in Ice: The superbeing can cause the moisture in the air around an opponent to freeze, encasing the opponent as desired. See APS Ice for the types of encasement and damage.
Range: Touch and up to 100 feet away
Damage: Special, varying depending on area encased.
Duration: The ice remains frozen until shattered or it melts. Most ice will melt enough to pull or smash free within 10 minutes.
Attacks: Each act of encasement counts as 2 melee attacks/actions
Bonus: Use ME bonus to strike, automatically hits if done by touch
5.Generate Ice: Generating ice creates a thin coating of ice which can be made to cover objects, the ground, floor, ceilings, walls, even animals and people. The superbeing can control his power to such proficiency that he can cover everything in radius or just specific people or objects. Coating a living creature does 1d6 damage and causes discomfort but does not impair movement. Coating windows and glass obscures vision, making it impossible to look through. Coating the ground impairs movement, reducing speed to half (50% of slipping; attempting to move at full speed makes this 80% and will cause the victim to go slipping and sliding for 4d6 yards).
6.Other Bonuses: The superbeing is Impervious to the effects of extreme cold and will not be be damaged by ice attacks.
Posted: Fri Dec 07, 2007 11:12 am
by Stone Gargoyle
I am almost done posting powers from my files and am glad of it. I have a few more t do as I want to transfer them to the wiki, so here goes...
Mind Bond(minor) by Stone Gargoyle
The superbeing can create a pseudopsionic link between himself and a target.
1.Mental Bond: The superbeing creates a mental link between himself and another person in range. When this happens, each will learn everything about the other, including alll skills, secret identities, etc. Skill bonuses of the linked individulas may be applied to skills performed only during the active bond (so the character could perform Ingenious Gene's xenobiology skill at the same level of expertise as Gene, with all bonuses while the bond is present but with no bonuses when the memory is present but no actual bond exists). Both individuals retain memories after the bond is broken for only 3d4 hours. After that, the characters have only a 01-15% chance of recalling any of the other individual's memories.
Range: 200 feet, +20 feet per level, line of sight (must make eye contact)
Attacks: Eye contact and forging the link can be done as a single melee attack/action
Duration: Actual psychic bond is only 2d6 minutes
Saving Throw: Unwilling targets may save vs, psionic attack (14 or better, +1 at levels 4,8 and 12, ME bonus applies)
2.Menatal Transmission: Telepathic 2-way communication is possible during the active link within a range of 600 feet, +10 feet per level.
3.Other Abilities and Bonuses:
While the link is active, the superbeing enjoys +4 vs. psionic attack
+1d6 ME
Pagemaster(minor) by Stone Gargoyle
The character has an odd link to books. He can always find the page he left off from and the book will even open up directly to the page seemingly on its own, through a form of limited telekinesis. The character can also make books on the shelves rattle and shake. The character can also cause loose pages to fuse together, either to destroy evidence or to bind them as a book. This power also gives +10% to the Research skill when using paper textbooks for that purpose.
Range: Line of sight within 100 feet
Duration: Constant telekinetic effects can only be maintained for the hero's ME number in minutes.
Damage: The hero can telekinetically rip books as well, doing 2d6 damage by expending an attack. He can throw books for damage, a small hardbound book being made to do 1d4 blunt damage, though larger books may inflict up to 1d8 damage.
Parole(minor) by Stone Gargoyle
The superbeing crerates an unconscious sensory link with those he watches over, alerting him of any illegal activities conducted by the individual or if they go out of sensory range.
1.Sensory Link: This ability creates an unconscious telepathic tether between the character and a target. The link will give the character warning if the target is in danger, committing a crime, or has gone beyond the range of the power, even to the point of waking the character up from a dead sleep. This will also sense the target's general health.
Range: 20 feet, line of sight, to initiate the link; sensory range is 400 feet, plus 200 feet per level
Saving throw: Save vs. psionics, 14 or better, +1 at levels 4,8 and 12, ME bonus applies
Duration: Indefinite until dispelled or broken by target going out of range
Penalties: The character will be distracted when the tether is in use, suffering -5% to skill performance and -1 to combat rolls while it is active, cumulative for each additional tether in use.
Number of Tethers: One, plus one additional at levels 4, 8 and 12.
2.Other Abilities and Bonuses:
+2 to sae vs, psionic attack
+2 ME and MA