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Re: NEW POWERS!

Posted: Sat Sep 26, 2009 12:29 am
by Gryphon Chick
taalismn wrote:
Leon Kennedy wrote:
taalismn wrote:Alter Physical Form: String

That is just sick! Please, please, please - do a write-up on this one!



ARGH! I now feel obliged to do a version of it! And already have several ideas on it! Ack! No sleep!


String Theory (minor)
"Let's shoot the breeze."

By plucking any string, be it a harp, guitar, or bow string, the character can excite particles, creating a burst of energy, charging local air particles which can be aimed and shot at a target as a charged particle bursts.
Range: 400 feet, plus 40 feet per level
Duration: Instant
Damage: 4d6, and an additional 1d6 at levels 3, 6, 9, 12 and 15
Attacks: Uses one melee attack to shoot particles
Bonuses: +3 if an aimed shot, +1 wild, +10% to play musical instrument: stringed (any) and Automatically gets the WP Archery skill.

Re: NEW POWERS!

Posted: Sat Sep 26, 2009 12:55 pm
by Gryphon Chick
Nice one, gm.

Potato Head (minor)
The character with this power automatically gets Art: Sculpture at +20%, and can use it to temporarily remove and resculpt their own facial features. No trauma or damage results from temporarily removing their nose, eye, ear, lips, etc., unless the part is not restored in time. Penalties apply to having an eye removed (-6 to all combat moves) and removal of both ears will result in deafness, the removal of the nose resulting in loss of their sense of smell. Body parts require 2 melee actions to resculpt and can only be left off of the face for one melee round, or else the character will suffer loss of the body part and any SDC belonging to it. The entire face can be sculpted as well, but requires no removal to do so, simply a mirror. Note that a Critical Strike to the head has a 30% chance of knocking an eye out, causing an ear to fall off, etc. (GM's discretion).

Other Bonuses:
A successful sculpt allows the character to adjust their PB up or down 1-4 points.
+10% to Disguise Skill

Re: NEW POWERS!

Posted: Sat Sep 26, 2009 2:45 pm
by Stone Gargoyle
I think it should give a bonus to disguise of +10% and +1d4 to PB.

Gravity Resistance (minor) by Stone Gargoyle

The character with this power can resist the effects of gravity,giving him the following bonuses:
*+6 PS, considered Extraordinary
*Speed and leaping distance are tripled (X3)
*Damage from falls is reduced to half (1/2)


Gravity Resistance (Major) by Stone Gargoyle

The character with this power can resist the effects of gravity, giving him the following bonuses:
*+3d6 PS, considered Superhuman
*Speed and leaping distance are increased times ten (X10)
*Damage from falls is reduced to one tenth (1/10)
*Gainst the minor superability of Flight: Wingless

Re: NEW POWERS!

Posted: Sat Sep 26, 2009 6:36 pm
by Stone Gargoyle
Safety Dance (Major) by Stone Gargoyle

When making a successful Dance skill roll, the hero gains +5 to initiative, +3 to strike, +4 to Parry and Dodge (as well as an Automatic Dodge at +2), as well as +6 to Save vs. Magic, Psionics, Insanity and Horror Factor, and a +2 to Save vs. Poisons and Toxins. This is only active while he is dancing. Anyone within range of the character also benefits from this protection if dancing with him.
Range: 30 foot radius, plus 3 feet per level
Duration: Active while dancing
Limitation: In order to dance and have this ability be effective, the hero must be in a room larger than 200 square feet. There must be music playing and he must make a successful dance skill roll. The hero cannot dance for the purposes of this power if he has sustained injuries of more than 60% of his total SDC, is suffering any sort of trauma or penalties reducing his movement, or is intoxicated or under the influence of any sort of toxin or substance.

Other Abilities and Bonuses:
+2 to ME, MA, PP and PB while dancing
+2d4 PE
+20% to Dance Skill
+15%/ +3 to sense of balance/maintain balance

Re: NEW POWERS!

Posted: Sat Sep 26, 2009 9:03 pm
by Stone Gargoyle
Saving Throw (minor) by Stone Gargoyle
"I just need to walk it off..."

The character is able to make a saving throw vs. any physical, melee, projectile, or energy attack to avoid taking full damage (14 or better, PE bonus applies). If successful, he will only take half damage damage he would have sustained from the attack. This is after and successful rolls with punch, fall or impact and any resistances reduce the damage, as it is half any damage he would have taken.

Paranormal State (minor) by Stone Gargoyle

The character can make a saving throw vs. any physical, melee, projectile, or energy attack to avoid taking damage (14 or better, PE bonus applies). If successful, he will have the damage amount subtracted from his PPE points first before taking any SDC or Hit Point damage. He regenerates lost PPE at a rate of 2d6 PPE per minute and heals normal damage at three times the normal rate. Starts with an additional +4d6 to his PPE and, if possessing magic, casts spells at half normal cost.

Re: NEW POWERS!

Posted: Sat Sep 26, 2009 9:19 pm
by Stone Gargoyle
Paranormal State (Major) by Stone Gargoyle

1. P.P.E. Buffer: The character can make a saving throw vs. any physical, melee, projectile, or energy attack to avoid taking damage (14 or better, PE bonus applies). If successful, he will have the damage amount subtracted from his PPE points first before taking any SDC or Hit Point damage. He regenerates lost PPE at a rate of 2d6 PPE per minute and heals normal damage at three times the normal rate. Starts with an additional +4d6 to his PPE and, if possessing magic, casts spells at half normal cost.

2. Paranormal H.P.: The character adds his PPE number to his HP for additional Hit Points at level one and gains +1d6 PPE per level which also increases his HP by the same amount as it is gained.

3. Other Abilities and Bonuses:
+4 to save vs. Horror Factor
+6 to save vs. Magic
+20% to save vs. Coma/Death

Re: NEW POWERS!

Posted: Sat Sep 26, 2009 11:28 pm
by Stone Gargoyle
Musical Horns (minor) by Stone Gargoyle
"I like to blow my own horn."

The character possesses bio-organic metal horns similar to bio-armor, which are hollow tubes and cone out like trumpet horns. The horns are roughly a foot long each, resembling animal horns (antlers, ram horns, or whatever the player decides). These add +2d6 to head butt damage, and the character can parry with them at +3 at level 1, with an additional +1 at levels 3, 6, 9, and 12. The horns provide a Natural AR of 12 to the head, and possess 20 SDC each, healing at a rate of 4d6 per 10 minutes (this applies only to the horns). The character can play music through the horns as a musical instrument with a skill level of 40%, plus 5% per level, and gets a bonus to play other horns as musical instruments at +5%.
Blowing the horns loudly, they can be heard up to two miles away as a signal, or be used to blast an opponent at close range, deafening them (deaf characters are at half attacks and -4 to all combat moves) for 2d4 melee rounds). All characters within 100 feet of the loud noise must save vs. being startled or else lose one attack and suffer a penalty of -2 to all combat moves.
The character can also use the horns to breathe when underwater for long periods if the end of a horn is sticking up out of the water.

Re: NEW POWERS!

Posted: Sun Sep 27, 2009 12:01 am
by Stone Gargoyle
Create Explosive Objects: Pumpkin Bombs (minor) by Stone Gargoyle

The character can rapidly grow pumpkins which sprout from his hands on vines.
Pumpkin SDC: 20, and has a Natural AR of 12.
Range: Can be swung on the vines for a distance of two feet.
Duration: The pumpkins rot and decay after one melee round if not used as bombs before then.
Attacks: Uses 2 melee attacks/actions to create a pumpkin and 1 to use it as a weapon. Only one pumpkin can be created per hand per melee round.
Damage: When swung as a blunt strike, the pumpkin does 2d4 damage and takes 1d4 damage to itself. When thrown,the pumpkin will explode on impact, doing 2d6 damage, plus 1d6 damage at levels 3, 6, 9, 12 and 15, to all targets in a range of 20 feet, with 2d6X10 seeds striking random targets within 30 feet for 1d4 damage as a projectile out of the explosion.
Bonuses: +2 to swing the pumpkin as an attack at level one, with an additional +1 to strike at levels 4, 8 and 12, plus any bonus from PP attribute. +3 to throw the pumpkin at level one, with an additional +1 to throw at levels 3, 6, 9, 12 and 15, plus any bonus from PP attribute.

Re: NEW POWERS!

Posted: Sun Sep 27, 2009 10:08 am
by Stone Gargoyle
Not bad, Leon. That is definitely a new one.

Create Explosive Objects: Tomato Bombs (Major) by Stone Gargoyle
"Eat red death!"

1. Tomato Bombs: The character generates tomatoes from his hands which he can throw as bombs, as their chemicals are like nitroglycerin.
Range: Throwing range for throwing the tomatoes
Duration: Decay and disappear after one melee round if unused.
Attacks: Uses one melee attack/action to create a tomato, though they can be created simultaneously in both hands using only one action. Throwing them takes one action.
Damage: 1d4X10 damage to all targets within a 10 foot radius of the point of impact, +1d4 damage per level of experience.
Bonuses: +3 to throw at level one, and an additional +1 to throw at levels 4, 8 and 12.

2. Tomato Paste: Explosions create a red syrupy substance which reduces speed of those moving through it by -10%, and coats targets in it, imposing a -1 penalty to combat moves. Unless a successful parry is made during the explosion, it will get in the eyes, imposing an additional -6 penalty to combat moves due to partial blindness. There is a 01-5% chance it will get in the mouth, in which case a target must save vs. lethal poison (14 or better, PE bonus applies) or suffer 1d4 damage per melee round for 1d4 rounds.

3. Other Abilities and Bonuses: +4 to save vs. poisons and toxins

Re: NEW POWERS!

Posted: Sun Sep 27, 2009 1:27 pm
by Stone Gargoyle
It's not a Supernova power, is it? Well, post it and see what reaction you get, anyway.

Anyhow, here is yet another of my Create Explosive Objects powers:

Create Explosive Objects: Cruise Missile Carrots (Major) by Stone Gargoyle
"These ain't no garden variety carrots."

The character creates carrots which function as cruise missiles.

1. Nuclear Carrots: The character creates carrots which then have their atomic structure excited so as to become armed and then shot as missiles.
Range: Can be fired for a range of 500 feet, plus 50 feet per level, line of sight.
Duration: Must be used within one melee round of creation or they decay and disappear.
Attacks: Uses one melee attack/action to create the missiles (can create two simultaneously in each hand), and one melee attack/action to fire them.
Damage: 4d6X10 damage, plus 1d6 damage per level, to a 40 foot radius on impact. Plus they leave a green vapor trail of toxic fumes, so anyone in the flight path of the missile within 4 feet on each side must save vs. toxic gas (16 or better, PE bonus applies) or take 2d4 damage and become slightly sick, with a penalty of -2 to all combat moves and -20% to skill use, for 2d4 melee rounds.
Bonuses: +3 to strike aimed, +1 wild

2. Fragmentation Carrot: Alternatively, the character can create a carrot which simply shoots like a bullet
into targets and explodes inside them.
Range: Can shoot for 50 feet, plus 5 feet per level
Duration: Same as above
Attacks: Same as above
Damage: 2d4X10 to target and 2d4 damage to all other targets within a radius of 20 feet.
Bonuses: As Above

Re: NEW POWERS!

Posted: Sun Sep 27, 2009 3:59 pm
by Stone Gargoyle
Create Explosive Objects: Onion Gas Grenades (minor) by Stone Gargoyle
"It brings a tear to her eye."

The character can generate onions from his hands which can be used as gas grenades.
Range: Throwing range for onions
Duration: Must be used within one melee round from when they are created or they decompose and disappear.
Attacks: Uses one melee attack/action to create the onion and one attack/action to throw it. Can create two simultaneously using both hands using one action.
Damage: Explodes on impact for 1d4 damage, plus 1 point of damage per level, to all targets within a 10 foot radius. It also generates teargas within the blast radius which remains for a full melee round; victims are -6 to strike, parry and dodge, and lose initiative and one attack.
Saving Throw: None, though gas masks will counter the gas effectively)
Bonuses: +4 to strike with onion grenade at level one, with an additional +1 to strike at levels 4, 8 and 12. The character is immune to the onion gas.

Re: NEW POWERS!

Posted: Sun Sep 27, 2009 4:55 pm
by Gryphon Chick
SG: I am glad you are adding to your Create Explosive Objects category (though I always thought it should be called Grow Explosive Bio-Weapons). The category has needed expanding.

GM: Not much I can say that SG has not already covered. I can tell you, however, I have walked out of gaming sessions like your "grand finale" would prove to be. The most memorable one that comes to mind was in Vampire the Masquerade where most of the party died and the Storyteller insisted on a few players gaining outrageously powerful abilities so they could save the day and bring the others back to life. Keep stories plausible and ones that EVERYONE will enjoy, even if they are dying.

Re: NEW POWERS!

Posted: Sun Sep 27, 2009 8:40 pm
by taalismn
Alter Physical Form: Pipes(Major)
“Anybody got a wrench? My shoulder’s feeling a little loose...”

The superbeing can turn himself into an assemblage of concrete and metal pipes, like a sculpture of a human being done in plumbing supplies. Limb pipes are roughly 4-6 inches in diameter, while the head and torso can be a single large pipe or bundle of smaller ones. The pipes allow for the free passage of gases and liquids through the superbeing, allowing him to serve as a conduit. The superbeing can snorkel with ease, but his real strength comes in being able to push material through his many pipes.
1) *SDC 250 ,*A.R. 15
*+3d6 to P.S., and is regarded as being Robotic
*Triple Weight, and cut speed by HALF

2)*Projectile Throwing---By drawing in material(typically through his hollow legs), or placing small objects, inside his hollow limbs, the superbeing can fire them, pnuematic cannon-style, from his arms or head at targets. Dust and loose dirt can be expelled in a cloud up to 50 ft, water and other liquids can be pumped to a distance equal to P.S. x4 in ft, while more solid objects like pebbles, arrows, and grenades can be thrown P.S. x10 ft in distance. Note: the superbeing CANNOT fire bullets or shells in this fashion, but CAN throw grenades and other explosive devices if they can fit into the superbeing’s pipes.
Damage:
Water---None, but persons hit by the water stream must roll versus the superbeing’s P.S.(bonuses from their own P.S. or Maintain Balance skills/traits apply), or be knocked down by the high pressure stream(lose 1 APM and Initiative getting back up)
Dust---Acts as a smoke screen for 1 melee;
Wood Shards----1d6
Glass Shards---2d4
Pebbles/Gravel---3d6
Metal(shrapnel, nuts, bolts)-----4d6
Arrows, darts, grenades, and other projectiles by their respective damage.
The superbeing is +1 to strike with fired projectiles(plus any attribute bonuses), +1 at levels 3, 6, 9, and 12

3)*Advanced Parry---The pipe-being can parry and return projectile attacks(not melee or energy attacks) by catching them in an open pipe and rerouting them through his body before expelling the attack back. Works like a normal parry; a successful roll means that the superbeing takes HALF damage from the attack, while rerouting it means that the ‘being can now toss the attack back(up to HALF the maximum range for that attack, no bonuses to strike) and does HALF damage. If the superbeing wishes to, and the nature of the attack allows(multiple projecile burst, liquid) they can SPLIT the return attack between multiple targets, firing a portion of the attack through different pipes. In this mode, the superbeing can engage 2 targets(+1 additional target at levels 3, 6, 9, 12, and 15), but divides the damage(remember, the base damage is HALF what the original attack does), and is -1 to strike per additional target over two engaged.

4) Horn Blast---The superbeing can let loose with a steam-whistle-like shriek or gut-shaking pipe-organ moan that be heard for miles around. Within a 100 ft radius of the character, it acts similar to a Thunderclap spell; those listening must roll versus Horror Factor 8 or be startled: lose inittiative, 1 APM, and -1 to strike/parry/dodge for one melee.

5)*Resistance to Fire: The concrete and metal being takes HALF damage from fire

6)*Resistance to Electricity: If the superbeing can find an appropriate surface to ground himself in(takes 2 APMs to jam his grounding limbs in), he takes NO damage from electrical attacks.

6)*Other Bonuses:
+6 save versus airborne toxins/gases
+2 Parry(Normal)
Play Musical Instrument:(Select one of the following): Bagpipes(+5%), Brass(Tuba, french horn, bugle, trombone, clarinet, etc...)(+10%), flute or saxophone(+15%), didgeredoo or alpine pipes(+20%)

Re: NEW POWERS!

Posted: Sun Sep 27, 2009 9:52 pm
by Gryphon Chick
Definitely three of the most influential writers of our time.

Stroke (minor)
Any time the character strikes someone, the target must roll a saving throw or suffer a brain stroke on the side of the body struck, suffering temporary paralysis.
Range: Reach, either by physical strike or melee weapon.
Duration: Takes 2d4 melee rounds before effect takes place, and then remains paralyzed for 2d4 hours.
Attacks: Uses no extra attacks to have this effect.
Damage: Strike does an additional +2 damage at level 1,with an additional point of damage at levels 3, 6, 9, 12 and 15, plus paralysis effect.
Saving Throw: 14 or better, PE bonus applies,each melee round until paralysis takes hold.
Paralysis: The victim will be awake but unable to move his/her limbs or even speak, simply collapsing to the ground. They will suffer -70% to any nonphysical skill use as well. Once the effect wears off, they will suffer -6 to all combat moves and a -30% penalty to skill usage. The penalties will be reduced by one point and 5% each hour following until they recover.

Re: NEW POWERS!

Posted: Sun Sep 27, 2009 10:40 pm
by taalismn
Gryphon Chick wrote:Definitely three of the most influential writers of our time.

Stroke (minor)
Any time the character strikes someone, the target must roll a saving throw or suffer a brain stroke on the side of the body struck, suffering temporary paralysis.
Range: Reach, either by physical strike or melee weapon.
Duration: Takes 2d4 melee rounds before effect takes place, and then remains paralyzed for 2d4 hours.
Attacks: Uses no extra attacks to have this effect.
Damage: Strike does an additional +2 damage at level 1,with an additional point of damage at levels 3, 6, 9, 12 and 15, plus paralysis effect.
Saving Throw: 14 or better, PE bonus applies,each melee round until paralysis takes hold.
Paralysis: The victim will be awake but unable to move his/her limbs or even speak, simply collapsing to the ground. They will suffer -70% to any nonphysical skill use as well. Once the effect wears off, they will suffer -6 to all combat moves and a -30% penalty to skill usage. The penalties will be reduced by one point and 5% each hour following until they recover.


Dark and nasty power....definitely not for True Paladins

"So, thug, how's it feel to be helpless? Unable to move? Unable to speak? Unable to trust your own body? Just like that old man you beat up...How's it feel to be on the receiving end for once in your life?"

Re: NEW POWERS!

Posted: Sun Sep 27, 2009 10:46 pm
by Stone Gargoyle
taalismn wrote:
Gryphon Chick wrote:Definitely three of the most influential writers of our time.

Stroke (minor)
Any time the character strikes someone, the target must roll a saving throw or suffer a brain stroke on the side of the body struck, suffering temporary paralysis.
Range: Reach, either by physical strike or melee weapon.
Duration: Takes 2d4 melee rounds before effect takes place, and then remains paralyzed for 2d4 hours.
Attacks: Uses no extra attacks to have this effect.
Damage: Strike does an additional +2 damage at level 1,with an additional point of damage at levels 3, 6, 9, 12 and 15, plus paralysis effect.
Saving Throw: 14 or better, PE bonus applies,each melee round until paralysis takes hold.
Paralysis: The victim will be awake but unable to move his/her limbs or even speak, simply collapsing to the ground. They will suffer -70% to any nonphysical skill use as well. Once the effect wears off, they will suffer -6 to all combat moves and a -30% penalty to skill usage. The penalties will be reduced by one point and 5% each hour following until they recover.


Dark and nasty power....definitely not for True Paladins

"So, thug, how's it feel to be helpless? Unable to move? Unable to speak? Unable to trust your own body? Just like that old man you beat up...How's it feel to be on the receiving end for once in your life?"


True. I would hate to be on the receiving end of that.

Re: NEW POWERS!

Posted: Mon Sep 28, 2009 12:58 am
by znbrtn
taalismn wrote:Alter Physical Form: Pipes(Major)
“Anybody got a wrench? My shoulder’s feeling a little loose...”

The superbeing can turn himself into an assemblage of concrete and metal pipes, like a sculpture of a human being done in plumbing supplies. Limb pipes are roughly 4-6 inches in diameter, while the head and torso can be a single large pipe or bundle of smaller ones. The pipes allow for the free passage of gases and liquids through the superbeing, allowing him to serve as a conduit. The superbeing can snorkel with ease, but his real strength comes in being able to push material through his many pipes.
1) *SDC 250 ,*A.R. 15
*+3d6 to P.S., and is regarded as being Robotic
*Triple Weight, and cut speed by HALF

2)*Projectile Throwing---By drawing in material(typically through his hollow legs), or placing small objects, inside his hollow limbs, the superbeing can fire them, pnuematic cannon-style, from his arms or head at targets. Dust and loose dirt can be expelled in a cloud up to 50 ft, water and other liquids can be pumped to a distance equal to P.S. x4 in ft, while more solid objects like pebbles, arrows, and grenades can be thrown P.S. x10 ft in distance. Note: the superbeing CANNOT fire bullets or shells in this fashion, but CAN throw grenades and other explosive devices if they can fit into the superbeing’s pipes.
Damage:
Water---None, but persons hit by the water stream must roll versus the superbeing’s P.S.(bonuses from their own P.S. or Maintain Balance skills/traits apply), or be knocked down by the high pressure stream(lose 1 APM and Initiative getting back up)
Dust---Acts as a smoke screen for 1 melee;
Wood Shards----1d6
Glass Shards---2d4
Pebbles/Gravel---3d6
Metal(shrapnel, nuts, bolts)-----4d6
Arrows, darts, grenades, and other projectiles by their respective damage.
The superbeing is +1 to strike with fired projectiles(plus any attribute bonuses), +1 at levels 3, 6, 9, and 12

3)*Advanced Parry---The pipe-being can parry and return projectile attacks(not melee or energy attacks) by catching them in an open pipe and rerouting them through his body before expelling the attack back. Works like a normal parry; a successful roll means that the superbeing takes HALF damage from the attack, while rerouting it means that the ‘being can now toss the attack back(up to HALF the maximum range for that attack, no bonuses to strike) and does HALF damage. If the superbeing wishes to, and the nature of the attack allows(multiple projecile burst, liquid) they can SPLIT the return attack between multiple targets, firing a portion of the attack through different pipes. In this mode, the superbeing can engage 2 targets(+1 additional target at levels 3, 6, 9, 12, and 15), but divides the damage(remember, the base damage is HALF what the original attack does), and is -1 to strike per additional target over two engaged.

4) Horn Blast---The superbeing can let loose with a steam-whistle-like shriek or gut-shaking pipe-organ moan that be heard for miles around. Within a 100 ft radius of the character, it acts similar to a Thunderclap spell; those listening must roll versus Horror Factor 8 or be startled: lose inittiative, 1 APM, and -1 to strike/parry/dodge for one melee.

5)*Resistance to Fire: The concrete and metal being takes HALF damage from fire

6)*Resistance to Electricity: If the superbeing can find an appropriate surface to ground himself in(takes 2 APMs to jam his grounding limbs in), he takes NO damage from electrical attacks.

6)*Other Bonuses:
+6 save versus airborne toxins/gases
+2 Parry(Normal)
Play Musical Instrument:(Select one of the following): Bagpipes(+5%), Brass(Tuba, french horn, bugle, trombone, clarinet, etc...)(+10%), flute or saxophone(+15%), didgeredoo or alpine pipes(+20%)

would launching bullets just be the equivalent of launching generic metal objects?

Re: NEW POWERS!

Posted: Mon Sep 28, 2009 2:33 am
by Gryphon Chick
taalismn wrote:
Gryphon Chick wrote:Stroke (minor)
Any time the character strikes someone, the target must roll a saving throw or suffer a brain stroke on the side of the body struck, suffering temporary paralysis.


Dark and nasty power....definitely not for True Paladins

"So, thug, how's it feel to be helpless? Unable to move? Unable to speak? Unable to trust your own body? Just like that old man you beat up...How's it feel to be on the receiving end for once in your life?"


Yeah, I intended it to be nasty. It seems like something a street warrior vigilante might have more than someone out to see the law upheld without inflicting any of their own justice. This is a power intended to make it so you can kick them while they are down.

Re: NEW POWERS!

Posted: Mon Sep 28, 2009 2:33 pm
by Stone Gargoyle
It is good to see you are getting more confident about posting powers, Chick.

Hyperleap (Major) by Stone Gargoyle
"One small jump for man, one giant leap for me."

The superbeing is capable of crossing enormous distances if given a running start.

1. Extraordinary Speed: Same as the minor superability (HU2 core rulebook, page 232)

2. Leaping: When running at full speed, the character can leap into the air to an altitude of 100 feet up at an arc and traveling his PS attribute number in miles (PSX5,280 feet, or PSX1,609.344 meters) across, at a speed of approximately 656 feet, or 200 meters, per melee round, simulating flight but with no directional control or ability to stop. Alternately, he can leap half that distance upwards. The character is able to glide on wind currents when landing to prevent injury when landing, and can survive falls from any height with a successful flip to get into gliding position, with a base skill of 70%, plus 2% per level. Even if he fails to make this roll, the character will only take half damage from a fall,and only half that on a successful Roll with Fall or Impact.

3. Adjusting to Altitude and Such: The character is able to breathe normally and adjust to changes in altitude. He will also not suffer any problems resulting from heat or burn up when passing through the upper atmosphere. His body is impervious to pressure and extreme cold and heat.

4. Indestructible Bones: Same as the Minor Superability (PU1, page 33)

5. Increased Kick: The character performs kicks for an additional +4d6 and can kick opponents for the same distance as he can leap!

5. Other Abilities and Bonuses:
+1d4X10 SDC
+2d4 PE
+2d6 PS
+2 to Roll with Punch, +6 to Roll with Fall or Impact

Re: NEW POWERS!

Posted: Mon Sep 28, 2009 3:43 pm
by Stone Gargoyle
You need to be more forgiving of yourself, gm.

Exosphere Enhancement (Major) by Stone Gargoyle

The character gains energy and strength by lingering in the exosphere of a planet. For the sake of this power, the Exosphere refers to the atmospheric layer between 120,000 miles (190,000 km) and 62,000 miles (100,000 km) up.

1. Flight: Space: Same as the Minor Superability (PU3 page 13 or AUGG)

2. Electrostatic Absorption: The character absorbs electrostatic and electrical energy, boosting his PS to double while in the layer and his PE number of hours after, but must remain in the layer for one minute per PS point raised. Excess attribute points then drop at a rate of one point per hour until reduced to normal unless more energy is absorbed. As a result of this, the character is resistant to Electrical Attacks (half damage) and has his PS boosted by a number of points equal to the amount of damage not taken (so an attack normally doing 18 points of damage would do 9 points of damage to the character and boost their PS by 9 points).

3. Increased Density: While in the exosphere, the character also absorbs stray molecules, gaining bonus SDC equal to his PE attribute number per minute, to a maximum SDC equal to his PE squared (PEXPE). He also gains an AR of 8, plus 1 AR per minute in the exosphere, to a maximum AR of 16. Increased SDC remains for the character's PE number of hours and then is lost at a rate of 2d4 points per hour until gone. Bonus SDC is not recovered through healing.

4. Other Abilities and Bonuses:
+1d4X10 SDC
+2d4 PE

Re: NEW POWERS!

Posted: Mon Sep 28, 2009 5:45 pm
by Stone Gargoyle
taalismn wrote:
Stone Gargoyle wrote:You need to be more forgiving of yourself, gm.

Exosphere Enhancement (Major) by Stone Gargoyle

The character gains energy and strength by lingering in the exosphere of a planet. For the sake of this power, the Exosphere refers to the atmospheric layer between 120,000 miles (190,000 km) and 62,000 miles (100,000 km) up.


"Well, look who decided to join us from Cloud Nine!"
"...and I feel GOOD!..."

Interesting power...for planet side application the PC's going to have to be careful about timing, especially if he doesn't have a quick and convenient way to commute from near-space to recharge his batteries...


Right, since he would need to fly up and recharge. A day at the office or having to spend time in his civilian ID might rob him of his enhancements, leaving him vulnerable to attack.

Re: NEW POWERS!

Posted: Mon Sep 28, 2009 9:05 pm
by Her0man0
Temporal Acceleration (self) (Major)

The character is able to speed up time for themselves only. When this power is activated the world will seem to be moving in slow motion to the character while the character will be moving in fast forward to everyone else. This ability works in leveled boosts that allows the character to accelerate everything they are doing by 50%, 100%, or even 150% for limited intervals. It takes 1 melee action to accelerate and 1 action to turn it off. While this does increase all bonuses dramatically, it also carries with it several disabling effects if used for too long.
1. 50% Acceleration:

Time is sped up 50% faster than normal for the character. While in this state it takes
50% less time to complete tasks and the characters speed attribute, healing, as well as all combat bonuses are increased by 50%. This level of acceleration is easy for the character to maintain and the only penalties are that the character will fatigue and age 50% faster.
Range: Self
Duration: Indefinitely (but remember penalties)
Damage: Punches at this speed do 2D4 damage and kicks do 2D6 damage.

2. 100% Acceleration:

The characters personal time is sped up 100% faster than is normal. This means that
Everything the character does will take half the time and their speed attribute, healing, and combat bonuses are doubled. At this level of acceleration the character will fatigue and age twice as fast as normal. There is also a 10% accumulative chance of Acceleration Backfire for every minuet this speed is maintained.
Range: Self
Duration: 1 minuet per every other level of experience
Damage: Punches at this speed do 2D6 damage and kicks do 3D6 damage.

3. 150% Acceleration:

Time for this character is now 150% faster than is normal. This means that everything
the character does will be 150% faster and their speed attribute, healing, and all combat bonuses are increased by 150%! This level of acceleration is difficult for the character to maintain as they fatigue and age 150% faster. The strain on the characters mind and body will cause -2 on all combat rolls and -5 on speed for every 2 melee rounds its maintained. These penalties are accumulative and begin when the power is turned off and last as long as the power was maintained. Also, there is an accumulated 20% chance of Acceleration Backfire for every 2 melee rounds this power is active.
Range: Self
Duration: 2 melee rounds per every other level of experience
Damage: Punches at this speed do 3D6 damage and kicks do 4D6 damage.

4. Acceleration Backfire:

Acceleration backfire happens when a character accelerates time too rapidly. When this happens the characters power actually turns in on itself and causes the reverse to happen. This means that instead of speed up time for themselves the character slows it down! Luckily the character only goes half as slow as they were accelerated due to it going against the nature of the power. So a character that’s accelerated 100% faster might suddenly find themselves going 50% slower, or 150% faster might turn into 75% slower. When this happens the characters speed attribute, healing, and combat bonuses are reduced appropriately.
Range: Self
Duration: 1 minuet for 50% of speed and 2 melee rounds for 75% less speed.
Damage: Damage is also reduced appropriately; 50% and 75% less damage

5. Other

+ 1D4x10 S.D.C.
+ 1D4 to P.E. attribute
+2 to save Vs time alter powers of all kinds

Re: NEW POWERS!

Posted: Mon Sep 28, 2009 9:32 pm
by Stone Gargoyle
So Temporal Accelleration would be a major, then?

Re: NEW POWERS!

Posted: Mon Sep 28, 2009 9:48 pm
by Her0man0
Oops, fixed it.

Yea, they must have cleaned up the board by deleting useless posts or something.

Check it out, now i can have that mutant animal that turns into a human instead of that human that turns into an animal or lychanthrope, lol

Re: NEW POWERS!

Posted: Mon Sep 28, 2009 9:48 pm
by Her0man0
Metamorphosis: Human (Minor)

The character is able to change into a completely ordinary looking human being. While in this form all the characters attributes stay the same accept the P.B. attribute which gets rolled as 3D6. The actual appearance of the human form is created at the time of the characters creation and NEVER changes. Most likely this human form will look average with average height and weight of the gender being observed. This ability is meant as a disguise for otherwise monstrous or alien looking beings, or, in the alternative, the “secret identity” for human looking super humans.
Penalties: While in this form the character does not have access to any natural weapons or appendages such as claws, wings, antenna, fur, extra arms, tail, or fangs UNLESS they are retractable. This means any bonuses due to these appendages are also lost. Also, any H.F. or A.F. based on appearance alone is lost when transformed into a human being.

Re: NEW POWERS!

Posted: Mon Sep 28, 2009 9:49 pm
by NMI
gmapprentice wrote:Has anyone else noticed that 2 whole pages are gone now?

Yes I am pruning off topic posts from this thread.

Re: NEW POWERS!

Posted: Mon Sep 28, 2009 9:52 pm
by Her0man0
THANK YOU VERY MUCH!!!

it really needed it

Re: NEW POWERS!

Posted: Mon Sep 28, 2009 10:01 pm
by Stone Gargoyle
Mr. Deific NMI wrote:
gmapprentice wrote:Has anyone else noticed that 2 whole pages are gone now?

Yes I am pruning off topic posts from this thread.


Thank you very much, Nimmy. Hopefully everyone will STAY ON TOPIC so that will not need to be done again.

Re: NEW POWERS!

Posted: Mon Sep 28, 2009 10:05 pm
by Stone Gargoyle
Her0man0 wrote:Metamorphosis: Human (Minor)

The character is able to change into a completely ordinary looking human being. While in this form all the characters attributes stay the same accept the P.B. attribute which gets rolled as 3D6. The actual appearance of the human form is created at the time of the characters creation and NEVER changes. Most likely this human form will look average with average height and weight of the gender being observed. This ability is meant as a disguise for otherwise monstrous or alien looking beings, or, in the alternative, the “secret identity” for human looking super humans.
Penalties: While in this form the character does not have access to any natural weapons or appendages such as claws, wings, antenna, fur, extra arms, tail, or fangs UNLESS they are retractable. This means any bonuses due to these appendages are also lost. Also, any H.F. or A.F. based on appearance alone is lost when transformed into a human being.


Iczer did one aimilar to this one a while back. Yours is somewhat different.

Re: NEW POWERS!

Posted: Mon Sep 28, 2009 11:04 pm
by Iczer
Gryphon Chick wrote:Definitely three of the most influential writers of our time.

Stroke (minor)
Any time the character strikes someone, the target must roll a saving throw or suffer a brain stroke on the side of the body struck, suffering temporary paralysis.
Range: Reach, either by physical strike or melee weapon.
Duration: Takes 2d4 melee rounds before effect takes place, and then remains paralyzed for 2d4 hours.
Attacks: Uses no extra attacks to have this effect.
Damage: Strike does an additional +2 damage at level 1,with an additional point of damage at levels 3, 6, 9, 12 and 15, plus paralysis effect.
Saving Throw: 14 or better, PE bonus applies,each melee round until paralysis takes hold.
Paralysis: The victim will be awake but unable to move his/her limbs or even speak, simply collapsing to the ground. They will suffer -70% to any nonphysical skill use as well. Once the effect wears off, they will suffer -6 to all combat moves and a -30% penalty to skill usage. The penalties will be reduced by one point and 5% each hour following until they recover.



seems a little too powerful for a minor ability.Compare it's utility to disruptive touch for instance.

Batts

Re: NEW POWERS!

Posted: Mon Sep 28, 2009 11:43 pm
by Gryphon Chick
Iczer wrote:
Gryphon Chick wrote:Definitely three of the most influential writers of our time.

Stroke (minor)
Any time the character strikes someone, the target must roll a saving throw or suffer a brain stroke on the side of the body struck, suffering temporary paralysis.
Range: Reach, either by physical strike or melee weapon.
Duration: Takes 2d4 melee rounds before effect takes place, and then remains paralyzed for 2d4 hours.
Attacks: Uses no extra attacks to have this effect.
Damage: Strike does an additional +2 damage at level 1,with an additional point of damage at levels 3, 6, 9, 12 and 15, plus paralysis effect.
Saving Throw: 14 or better, PE bonus applies,each melee round until paralysis takes hold.
Paralysis: The victim will be awake but unable to move his/her limbs or even speak, simply collapsing to the ground. They will suffer -70% to any nonphysical skill use as well. Once the effect wears off, they will suffer -6 to all combat moves and a -30% penalty to skill usage. The penalties will be reduced by one point and 5% each hour following until they recover.



seems a little too powerful for a minor ability.Compare it's utility to disruptive touch for instance.

Batts


Maybe I could iuncrease the physical damage and make it into a major, then. I did not think it was too powerful, but you have been doing this longer than I have.

Stroke (Major)
Any time the character strikes someone, the target must roll a saving throw or suffer a brain stroke on the side of the body struck, suffering temporary paralysis.
Range: Reach, either by physical strike or melee weapon.
Duration: Takes 2d4 melee rounds before effect takes place, and then remains paralyzed for 2d4 hours.
Attacks: Uses no extra attacks to have this effect.
Damage: Strike does an additional +2d4 damage at level 1, with an additional 1d4 points of damage at levels 3, 6, 9, 12 and 15, plus paralysis effect.
Saving Throw: 14 or better, PE bonus applies, each melee round until paralysis takes hold.
Bonus: +2 to strike at level 1, with an additional +1 to strike at levels 4, 8 and 12. The character also gets an additional attack and +4 to initiative.
Paralysis: The victim will be awake but unable to move his/her limbs or even speak, simply collapsing to the ground. They will suffer -70% to any nonphysical skill use as well. Once the effect wears off, they will suffer -6 to all combat moves and a -30% penalty to skill usage. The penalties will be reduced by one point and 5% each hour following until they recover. The character is immune to paralysis effects, whether from gas or nerve toxins,and is +2 to all other saving throws.


Better?

Re: NEW POWERS!

Posted: Tue Sep 29, 2009 1:15 pm
by Her0man0
Yea, metamorphosis human does seem like a pretty obvious power to make, im not suprised its been made before.

Re: NEW POWERS!

Posted: Tue Sep 29, 2009 1:41 pm
by Stone Gargoyle
Her0man0 wrote:Yea, metamorphosis human does seem like a pretty obvious power to make, im not suprised its been made before.


There is sometimes a high level of power redundancy. The good thing that comes out of it is when you have different ways of expressing the same general type of power. I like variation, just not when it gets to the point where the exact same powers are getting created over and over.

Re: NEW POWERS!

Posted: Tue Sep 29, 2009 7:36 pm
by NMI
gmapprentice wrote:Has anyone done APS: Ectoplasm yet?

Almost all of the powers in this thread are posted at : The Black Vault Wiki
Go there and do a search.

Re: NEW POWERS!

Posted: Tue Sep 29, 2009 7:43 pm
by NMI
gmapprentice wrote:looks like no one's done it yet. anyone mind if i try to make it?

Just do it. Please try and keep this thread to the posting of powers.

Re: NEW POWERS!

Posted: Tue Sep 29, 2009 11:09 pm
by Iczer
Gryphon Chick wrote:Maybe I could iuncrease the physical damage and make it into a major, then. I did not think it was too powerful, but you have been doing this longer than I have.

Stroke (Major)
Any time the character strikes someone, the target must roll a saving throw or suffer a brain stroke on the side of the body struck, suffering temporary paralysis.
Range: Reach, either by physical strike or melee weapon.
Duration: Takes 2d4 melee rounds before effect takes place, and then remains paralyzed for 2d4 hours.
Attacks: Uses no extra attacks to have this effect.
Damage: Strike does an additional +2d4 damage at level 1, with an additional 1d4 points of damage at levels 3, 6, 9, 12 and 15, plus paralysis effect.
Saving Throw: 14 or better, PE bonus applies, each melee round until paralysis takes hold.
Bonus: +2 to strike at level 1, with an additional +1 to strike at levels 4, 8 and 12. The character also gets an additional attack and +4 to initiative.
Paralysis: The victim will be awake but unable to move his/her limbs or even speak, simply collapsing to the ground. They will suffer -70% to any nonphysical skill use as well. Once the effect wears off, they will suffer -6 to all combat moves and a -30% penalty to skill usage. The penalties will be reduced by one point and 5% each hour following until they recover. The character is immune to paralysis effects, whether from gas or nerve toxins,and is +2 to all other saving throws.


Better?


Much. And a Good power by the way.

Batts

Re: NEW POWERS!

Posted: Wed Sep 30, 2009 1:41 am
by Stone Gargoyle
Orbital Enhancement (minor) by Stone Gargoyle
"The Earth looks so good from here.

The character gains enhanced abilities when off-planet but gets weak when too far away from a planet due to feeling incomplete and insecure. The only times he gains enhancements, therefore, are when he is on a space station or ship in orbit of a planet. When orbiting a planet, he enjoys the following:
*+2d6 PE
*+4d6 PS, considered Extraordinary
*+4d4 Spd
*An additional 2 feet to leaping ability, plus one foot per level, in addition to any increased distance due to the enhanced PS attribute
*+2 to all combat moves at level one, plus an additional +1 at levels 4, 8 and 12
*+1 point of damage per level
Note that all bonuses are lost when he is not in orbit, whether down on a planet or out in space.

Re: NEW POWERS!

Posted: Wed Sep 30, 2009 1:26 pm
by drewkitty ~..~
Stone Gargoyle wrote:Orbital Enhancement (minor) by Stone Gargoyle
"The Earth looks so good from here.

*An additional 2 feet to leaping ability, plus one foot per level, in addition to any increased distance due to the enhanced PS attribute

What is "to infinity and beyond" +2' +1' per level?

well maybe he was talking about while on a ship or space station with grav plates......

Re: NEW POWERS!

Posted: Wed Sep 30, 2009 2:27 pm
by taalismn
ClueBat (Major)
...because sometimes it ain’t just superpowered bodies that are as dense as lead...

This power is a near-psionic assault meant to penetrate mental defenses, delusions, and insanities, and impress an idea or suspend insanity, at least temporarily. The ClueBat manifests itself as a MASSIVE glowing blunt instrument in the hands of the wielder. When swung at a target, it hurts like the dickens, but does no real damage. On normally maladjusted folk it just temporarily boggles the brain(having a one-ton sledgehammer swung at you by a little girl can do that to you), and stuns(though with a resounding WHAP!). On beings who are insane, especially those stricken with delusion-based mental aberrations, the ClueBat can force a restoration of sanity, with a stiff shot of reality.
Note that the ClueBat doesn’t do any damage to material objects; it’s immaterial; though it CAN be stopped by personal armor and forcefields, though it can penetrate armor if it can get through armor rating(so, delusional power armor jockies and armored madmen beware!). Nor can it be used to parry attacks.
Range: Melee
Damage/Effects:
*+1 to strike at levels 1, 3, 6, 9, and 12....If the character also has W.P. Blunt or Warhammer, apply those bonuses as well. Armor Rating is -1 against it at levels 1, 3, 6, 9, and 12(yes, it CAN penetrate armor)

*Horror Factor---The ClueBat itself has a H.F. of 10(+1 every 3 levels of experience); it looks MEAN!

*Smack-Shot---Victims must save versus their P.E. or lose 1 APM and Initiative from the blow(no other damage otherwise). Knockdown does not apply, because the hammer really isn’t material.

*Cold-Clock---Stuns/Knock Out on a Natural, Unmodified roll of 18, 19, or 20; victim is effectively Knocked Out for 2d4 melees

*Break Illusion---A ClueBat strike will immediately break the effects of Illusions, including magically- and psionically-induced, as well as artificially-induced insanities, mental possession, and superpower-created mental projections.

*Reality Check---The ClueBat can also temporarily SUSPEND the manifestation of insanities for 15 minutes per level of experience(once they recover from the Shock/Stun/Knock Out);
(Wielder’s own I.Q. bonuses also apply to the following recovery/success chances)
-Psychosis----50%+5% per level of experience; you’re not God, you’re not Superman, and the whole “Goth” thing is a sham; get with the program, you yutz.
-Neurosis----40%+5% per level of experience; Okay, so maybe, in this line of work, fear of body-snatchers is actually fairly understandable, but that was the mailman you almost nuked.....
-Affective Disorder----30%+5% per level of experience; Okay, the music is bad and the mess is disgusting, but with some REASONABLE precautions and a little forebearance, it can be dealt with without resorting to hysterics or violence.
-Obsession----30%+5% per level of experience; for some reason ClueBats see a lot of usage by Japanese girls on their otaku boyfriends for this sort of thing.
-Phobia----25%+5% per level of experience; phobias are harder to cure because there’s a more deep-rooted trauma, or some real danger involved(like a fear of heights; especially if you’re currently on a window ledge on the eighteenth floor of a high-rise), but really....it’s a tiny little kitten and you’re a four-hundred pound superbeing!
-Multiple Personalities----There’s a 30%+5% per level of experience chance of the ClueBat strike causing the currently manifest personality to recede and another personality to assume dominance. Here, YOU deal with the hammer-happy little maniac...

*Mental Reset----The ClueBat holder can also attempt to PERMANENTLY cure an insanity; chance is equal to the holder’s I.Q. +2% per level of experience.

*Mental Defense---The holder of the ClueBat will be +6 to save versus mental attack, suggestion, and Possession

Duration: Instant
Saving Throw: Dodge or can make an M.E. roll to resist the Mental Reset or Reality Check aspects of this power.

Re: NEW POWERS!

Posted: Wed Sep 30, 2009 3:33 pm
by Stone Gargoyle
drewkitty ~..~ wrote:
Stone Gargoyle wrote:Orbital Enhancement (minor) by Stone Gargoyle
"The Earth looks so good from here.

*An additional 2 feet to leaping ability, plus one foot per level, in addition to any increased distance due to the enhanced PS attribute

What is "to infinity and beyond" +2' +1' per level?

well maybe he was talking about while on a ship or space station with grav plates......


Yes, on a ship. If outside a ship, it would be flying or floating, not leaping.

Re: NEW POWERS!

Posted: Wed Sep 30, 2009 4:30 pm
by drewkitty ~..~
taalismn wrote:ClueBat (Major)
...because sometimes it ain’t just superpowered bodies that are as dense as lead...


Sounds like the "Anime Female's 10 ton angry hammer"
You might want to add in a loss of a single APM.
Leon Kennedy wrote:Again, another one that I'm not sure it was done or not. And never mind the name - I can't think of a good one at the moment for it.


Electronic Aid (Minor)
That's a nice bike in that commercial. I think I'll just borrow it for a moment...


My fist though was "Charley and the Chocolate factory".

What if they pull an alcoholic drink from the tube?

And I take it the limitations is "1d4 hours" if failed?

Re: NEW POWERS!

Posted: Wed Sep 30, 2009 6:10 pm
by taalismn
drewkitty ~..~ wrote:
taalismn wrote:ClueBat (Major)
...because sometimes it ain’t just superpowered bodies that are as dense as lead...


Sounds like the "Anime Female's 10 ton angry hammer"
You might want to add in a loss of a single APM.?


For it's use?
Or for the poor sap on the receiving end?

Re: NEW POWERS!

Posted: Wed Sep 30, 2009 6:18 pm
by drewkitty ~..~
taalismn wrote:
drewkitty ~..~ wrote:
taalismn wrote:ClueBat (Major)
...because sometimes it ain’t just superpowered bodies that are as dense as lead...


Sounds like the "Anime Female's 10 ton angry hammer"
You might want to add in a loss of a single APM.?


For it's use?
Or for the poor sap on the receiving end?

receiving end

Re: NEW POWERS!

Posted: Wed Sep 30, 2009 9:35 pm
by Stone Gargoyle
Zero Gravity (Major) by Stone Gargoyle

The character has added abilities when in a zero gravity environment.

1. Zero Gravity Flight: The character can fly at high speeds when not limited by gravity.
Flight Speed: 240 mph, plus 20 mph per level of experience
Bonuses:
+1 to PB when flying
One additional attack per melee round
+2 to strike and parry at level 1, with an additional +1 to strike and parry at levels 4, 8 and 12
+4 damage for every 20 mph of flight speed
+4 to dodge over 40 mph and under 80 mph, +6 dodge over 80 mph

2. Zero Gravity Combat: The character gets all the bonuses from Zero Gravity Combat: Basic and Elite as listed in AUGG (page 202).

3. Space Native: Same as the minor superability (PU3 page 20 or AUGG page 220)

Re: NEW POWERS!

Posted: Thu Oct 01, 2009 6:29 pm
by taalismn
drewkitty ~..~ wrote:receiving end


Already covered....any strike does the Stun/Boogle thing, even if you're just hitting them to Give Them a Clue...

Re: NEW POWERS!

Posted: Thu Oct 01, 2009 6:33 pm
by Stone Gargoyle
gmapprentice wrote:Physical Improvement (Major Power?)

The character's body continuously improves itself over time without the character having to work hard at it. New, better, stronger muscle is continously being formed. This gives the character many bonuses, starting with level 1.

PS increases at a rate of 1 per level, but is not an increased level of strength unless the character has another power giving him beyond-average strength. PP increases at a rate of 1 every 3 levels. PE increases at a rate of 1 every 3 levels. PB increases by 1 at levels 1, 3, 5, 8, 10, 12 and 15. SPD increases at a rate of 1 every level. SDC increases at a rate of 3 every level.

The character is +4 to save against muscle disease.


Compared to other powers, this is a minor. I was actually just contemplating doing a power like it. The PB would not increase that much, though.

Progressive Strength (minor) by Stone Gargoyle
"I feel strong."

The character gets stronger each level, gaining the following:
+1d4 PS per level
+2 PE per level
Starts with a Natural AR of 8 which gets an additional +1 AR at levels 3, 6, 9,12 and 15.
+2d4 SDC per level
+2 additional Hit Points per level

Re: NEW POWERS!

Posted: Thu Oct 01, 2009 6:33 pm
by taalismn
Stone Gargoyle wrote:Zero Gravity (Major) by Stone Gargoyle

The character has added abilities when in a zero gravity environment.

1. Zero Gravity Flight: The character can fly at high speeds when not limited by gravity.
Flight Speed: 240 mph, plus 20 mph per level of experience
Bonuses:
+1 to PB when flying
One additional attack per melee round
+2 to strike and parry at level 1, with an additional +1 to strike and parry at levels 4, 8 and 12
+4 damage for every 20 mph of flight speed
+4 to dodge over 40 mph and under 80 mph, +6 dodge over 80 mph

2. Zero Gravity Combat: The character gets all the bonuses from Zero Gravity Combat: Basic and Elite as listed in AUGG (page 202).

3. Space Native: Same as the minor superability (PU3 page 20 or AUGG page 220)


Sorry...internet ATE my last post..

"Ground Control to Major Tom..."
"That stopped being funny DAYS ago, Hal..."

Nice package power for spacenoids...
A grittier version might offer a few penalties like reduced PS or fragile bone structure(although that might be more appropriate if this power was part of an Imbued Powers category hero....normally confined to a wheelchair or exoskeleton in a gravity well, or a space-mutant born/raised in micro-gravity/zero-gee)...

Re: NEW POWERS!

Posted: Thu Oct 01, 2009 6:54 pm
by Stone Gargoyle
taalismn wrote:
Stone Gargoyle wrote:Zero Gravity (Major) by Stone Gargoyle

The character has added abilities when in a zero gravity environment.


Sorry...internet ATE my last post..

"Ground Control to Major Tom..."
"That stopped being funny DAYS ago, Hal..."

Nice package power for spacenoids...
A grittier version might offer a few penalties like reduced PS or fragile bone structure(although that might be more appropriate if this power was part of an Imbued Powers category hero....normally confined to a wheelchair or exoskeleton in a gravity well, or a space-mutant born/raised in micro-gravity/zero-gee)...


I might knock out some variants of it. I know this one is too clean for some concept characters.

Re: NEW POWERS!

Posted: Thu Oct 01, 2009 7:13 pm
by Stone Gargoyle
Masteroid (Major) by Stone Gargoyle
"I am perfection."

The character gets more impressive each level, gaining the following:
+2d4 PS per level, considered Superhuman
+2d4 PE per level
+4d4 Spd per level
+2 PB at level 1, and an additional +1 PB at levels 4, 8 and 12
Starts with a Natural AR of 10 which gets an additional +1 AR at levels 2, 4, 6, 8, 10, 12 and 14.
+2d4 SDC per level
+2d4 additional Hit Points per level
+4 to save vs. disease, toxins and poisons
+2 to save vs. Horror Factor
+2 to strike and parry at level 1, plus an additional +1 to strike and parry at levels 4, 8 and 12, in addition to any other bonuses from PP, Hand to Hand and physical skills or other powers
Awe Factor of 10 at level 1, with an additional +1 to Awe Factor at levels 2, 4, 6, 8, 10, 12 and 14

Re: NEW POWERS!

Posted: Thu Oct 01, 2009 7:35 pm
by Stone Gargoyle
Zero Hour (Major) by Stone Gargoyle

The character has added abilities when in a zero gravity environment,but suffers when in a gravity environment.

1. Zero Gravity Flight: The character can fly at high speeds when not limited by gravity.
Flight Speed: 240 mph, plus 20 mph per level of experience
Bonuses:
+1 to PB when flying
One additional attack per melee round
+2 to strike and parry at level 1, with an additional +1 to strike and parry at levels 4, 8 and 12
+4 damage for every 20 mph of flight speed
+4 to dodge over 40 mph and under 80 mph, +6 dodge over 80 mph

2. Zero Gravity Combat: The character gets all the bonuses from Zero Gravity Combat: Basic and Elite as listed in AUGG (page 202).

3. Space Native: Same as the minor superability (PU3 page 20 or AUGG page 220)

4. Additional Bonuses: The character is immune to the effects of cosmic and other types of radiation, and is impervious to light and laser attacks.

5. Drawbacks: The character suffers -2 to all combat moves and tires at twice normal rate, and is limited to being able to lift only 10 times his PS number in pounds and gets no PS bonus to strikes, when in a gravity environment. He also suffers -2 to save vs.airborne toxins and gases.