Re: NEW POWERS!
Posted: Sun Aug 08, 2010 1:14 pm
I am not sure I understand Spacial Extensions, and reading it was making my head hurt. It creates the semblance of a tunnel in sidereal space or something?
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Stone Gargoyle wrote:I am not sure I understand Spacial Extensions, and reading it was making my head hurt. It creates the semblance of a tunnel in sidereal space or something?
taalismn wrote:Stone Gargoyle wrote:I am not sure I understand Spacial Extensions, and reading it was making my head hurt. It creates the semblance of a tunnel in sidereal space or something?
Yep....exactly...I should break up the Wall of Text, no?
Stone Gargoyle wrote:taalismn wrote:Stone Gargoyle wrote:I am not sure I understand Spacial Extensions, and reading it was making my head hurt. It creates the semblance of a tunnel in sidereal space or something?
Yep....exactly...I should break up the Wall of Text, no?
I think that would help a great deal in terms of readability.
RGG wrote:This is a bit off topic - But since alot of people are viewing this thread I'd like to give a
Here is a free toy...
Here it is!
It is by no means perfect - I'm not a professional editor by any stretch. I would say 80% of all typo issues are resolved in this final version.
http://www.lulu.com/product/ebook/rifte ... r/12107498
Features....
Palladium books links... If you see the word Palladium- It will link back to the Palladium Books site in most cases. This makes the document a little more interactive.
A basic Book Mark structure is offered for a quick jumping to a section. Since Adobe reader offers page views on a side panel it is easy to move through pages with that.
Characters submitted are kept as close to the original as the submitter intended. So I left a few inconsistencies in place to keep the flavor of the creators character.
Finally Some of my art and design - Which might not be such a great feature - Heck it is free. This inclusion is a bit more work then I thought it would be.
Limitations....
There are some Errors in spelling that I may have missed.
taalismn wrote:Stone Gargoyle wrote:taalismn wrote:Stone Gargoyle wrote:I am not sure I understand Spacial Extensions, and reading it was making my head hurt. It creates the semblance of a tunnel in sidereal space or something?
Yep....exactly...I should break up the Wall of Text, no?
I think that would help a great deal in terms of readability.
Better? Now we only have the mechanics to worry about.
Stone Gargoyle wrote:Yeah, it is reading much better. Where do you feel the mechanics are weak?
Crazy Lou wrote:I'm not a big fan of how it treats projectiles and magic/psionics differently as to whether the person is treated as running stationary or having moved down virtual space. I think it ought to be one or the other. Either the previous spatial extension should be treated as distance through which psionics/magic must also consider for range, or incoming projectiles ought to get to ignore it too. It seems too confusing and less logical if they're different. Or at least I haven't realized the reasoning yet. (Or I misunderstood what you meant by the magic/psionics note). I would vote for magic/psionics having to travel through the space too.
I think that's all for now. I really really love this power, especially if you take it as the 64,000 cubic feet version with the ability to control its size. That would just make it so extremely versatile!
I'm just imagining a 6th level character in a building/base making rounds on guard patrol every 30 minutes and duplicating corridors (potentially many times) behind him, and otherwise messing with the layout to make things harder for potential intruders. Especially since if he wasn't consistent with his pattern of duplication, he could create the effect of having a constantly shifting layout of the base (and you'd have "walls" that looked like doors since they're just a phantom copy, and windows that are solid, etc). Think how much more fun it'd be when you started messing with mirrors on walls.
A crazy variant that would almost surely require GM approval and probably count as more than one power, would be to allow the user of the power to change the orientation of the duplicated space upon creation. Especially if it allowed changing angles of elevation!
Stone Gargoyle wrote:It could use a bit of clarification and description as to what the victims of this experience. I thought it a bit vague.
Crazy Lou wrote:With the Mundane Aura, using the "Aura of Irrelevance" sub-power, if the power is activated, can he intentionally negate its effects upon select people prior to moving out into a larger/different area with different people? IE: he could be in a locker room with his 2 buddies, have them turn around, activate the aura, then grab their attention so they can see him, but no one else will once he leaves the locker room?
Gryphon Chick wrote:To me, the name conjured images of a character able to create reflections of things behind him in the shadows.
Would something like I'm describing be a made into a minor power, and if so, what other benefits would it have? Anybody want to write this one up?
Gryphon Chick wrote:Icer, I am confused why you called the mental clone power Glass Shadow. To me, the name conjured images of a character able to create reflections of things behind him in the shadows.
Would something like I'm describing be a made into a minor power, and if so, what other benefits would it have? Anybody want to write this one up?
Senator Cybus wrote:Cubby-Hole (Minor)
The hero can summon what is effectively a tiny pocket dimension that overlaps our reality. This strange little compartment is barely big enough to hold the character within its confines, and is visible and tangible only to him. So it cannot be used to hide (the super being can be clearly seen while inside) and does not shield against any attack (projectiles, people, forces and weapons pass straight through it). However, attuned as it is to the character who summons it, for him it is both perceptible and as solid as a brick wall, which provides some interesting advantages.
The Cubby-Hole is a transparent, rectangular box, its exact dimensions determined by the super being’s size. It is always two inches (5 cm) larger than the hero at his tallest, widest and deepest point; for example, a character six feet (1.8 m) tall would have a Cubby-Hole that was six feet and two inches (1.85m) high. As the Cubby-Hole conforms to the character’s dimensions, he can adjust its volume by simply positioning his body correctly, e.g. holding his hands above his head before summoning the pocket dimension would add approximately 18 inches (45 cm) to its height, or holding his arms straight out to the sides could add up to 4 feet (1.2 m) or more to its width. The floor of the Cubby-Hole is relative to the character; if he is stood up or sat down, the floor is directly beneath his feet, if lying down, it is right under the full length of his body. The super being can summon or dismiss the Cubby-Hole with just a thought, so quickly as to be effectively instantaneous.
Access to this miniature dimension provides the following benefits:
- The super being cannot be moved from his location once the Cubby-Hole is in place, its walls preventing his removal; opponents will discover that they cannot pull, push or lift the hero more than a couple of inches in any direction, no matter how strong they may be.
- The character cannot be thrown or tripped in combat. As the hero begins to fall, he can instantly summon the Cubby-Hole, brace himself against its wall and right himself immediately, a manoeuvre that will catch a lot of opponents off guard.
- The hero cannot fall uncontrollably: he simply summons the Cubby-Hole as he begins to drop and lands safely on its floor. Using this trick, he can safely lower himself down from any height - fall a couple of feet, summon the Cubby-Hole, land, dismiss it, fall a couple of feet and so on - until he is safely down on the ground.
- Using this same technique, the character can jump over dangerous obstacles (deep chasms, mine fields, lava flows, etc), using the Cubby-Hole as a series of stepping stones; jumping, summoning, landing, jumping just as he dismisses the compartment, summoning, landing and so on. He can even employ this method to jump up to great heights, but this is painfully slow: raising himself up in this way, the hero can only travel at 5% of his normal Speed.
- The Cubby-Hole can be maintained indefinitely, even while the super-being is asleep or unconscious, giving him a resting place or vantage point even in uncertain or unsafe terrain.
- While other people cannot be contained by or even touch the Cubby-Hole, they can hang onto the hero as he is held by the strange compartment, benefiting from his immovability.
Vulnerabilities: The super being cannot summon the Cubby-Hole if unconscious, meaning he can fall or be moved around normally. Equally, he cannot dismiss the Cubby-Hole if he loses consciousness, which could be a problem if he requires medical attention but cannot be moved beyond the boundaries of his pocket dimension.
When the Cubby-Hole is summoned, it is fixed in place - combine this with the fact that its sides are, for the super being, as solid as a rock, and this makes it very dangerous for the hero to summon the compartment while moving at high speed, as he will slam straight into the immovable wall. For the same reasons, the character may prefer not to use this power if grappling with a superhumanly strong opponent, who can slam him against the walls of the Cubby-Hole with enough force to be damaging or even fatal.
Flesh and Bone (Major)
With this freakish ability, the character can separate his flesh from his bones and exist as two beings - one a boneless and impossibly flexible contortionist, the other a walking skeleton!
It takes one full melee round for the two parts of the hero to separate from each other, or merge back into one being. While apart, both bodies have the same skills and memories and the same mental/physical attributes (unless otherwise indicated below), though S.D.C., Hit Points and any I.S.P. or P.P.E. are split equally between the two. When separated, the two bodies can sense each other’s basic state of health (fine, injured, dying) and general location (over that way, near/far).
Both halves of the hero retain all of their other powers (though some may not apply - Hold Breath is useless to the Skeleton and the Flesh body will not benefit from Indestructible Bones). Beyond that, each has radically different capabilities.
The Skeleton has the following abilities:
- Horror Factor of 9 (or a bonus of +3 if he already has the power).
- Takes half damage from cutting/piercing/slashing attacks.
- The character is immune to pain and suffers no penalties due to fatigue or injury. His wounds do not bleed.
- Cannot be stunned and not vulnerable to death blows or critical hits.
- Impervious to extremes of temperature.
- The character’s exposed bones are sensitive to vibration; in addition to the hero’s normal sense of hearing, the Skeleton has the minor power of Motion Detection.
- Immune to psionics (not including physical psionic attacks, like Mind Bolt and Psi Sword), illusions and mind control.
- Immune to poisons, drugs and toxins.
- Does not need to eat, drink or breathe.
- +10% to Speed.
Penalties:
- The Skeleton cannot pass for human.
- No sense of sight, smell or taste.
- Cannot speak.
- Sense of touch is crude; about 50% that of a normal human.
- Cannot swim; no buoyancy.
- While it may appear to be undead, the Skeleton is alive and therefore vulnerable to powers like Bio-Ghost and Life Leech, or attacks that target the soul.
The Flesh Body has the following abilities:
- Retains human appearance and speech - can pass for normal
- Incredibly flexible: +8 P.P. +3 to auto dodge, +5 to roll with punch, fall or impact.
- +35% to Escape Artist skill and +25% to perform the manoeuvres offered by the skills of Acrobatics and Gymnastics.
- Blunt force causes one half normal damage.
- Contortionist: can flatten his entire body or fold into a condensed ball. Same as the sub-abilities of Stretching/Elasticity (HU main book, page 292).
- +10% to Speed.
Penalties:
- While sleeping or unconscious, the boneless body will lose all cohesion and slowly collapse into a fleshy puddle, giving away its strange nature.
- The Flesh Body, due to a lack of rigidity, is twice as vulnerable to the effects of great pressure, high gravity and the weight increase power of Weight Manipulation. Any penalties incurred by exposure to such forces take effect twice as quickly, cause twice the normal damage and last for twice as long.
Vulnerabilities: The two separate bodies cannot survive without each other for long: they must rejoin within one hour per level of experience or both will start to weaken, losing 1D4 Hit Points per minute. This damage cannot be healed until the two halves of the hero reunite, irrespective of any regenerative powers the super being may possess. If one body is killed, the other will not immediately perish, but will lose 1D4 Hit Points per minute until death.
The two halves of the hero only have a basic sense of each other (location and general state of health) and must therefore use mundane means if they wish to communicate. While the Flesh Body can speak normally and the Skeleton can hear him, the Skeleton can only mime or write messages for his meaty counterpart. Once the two bodies go beyond the range of hearing, neither will know the details of what the other is experiencing, so prior planning is advisable.
Kovoston wrote:Very NICE!
You should check out my "Lack-luster' minor super ability of Alter Physical Structure Molasses in the section Titled Spider Man in the Topic of Other Games. It was just for laughs.
G
Stone Gargoyle wrote:I like Flesh and Bone... Well done, Senator.
Senator Cybus wrote:Out of interest, does anyone have an idea just how many powers there are in the Vault?
Stone Gargoyle wrote:I really have no clue. Iczer has well over 1200, and my list of powers is about half that.
Stone Gargoyle wrote: Are you still posting your powers over to the vault, Senator?
Senator Cybus wrote:Any thoughts on my latest powers? Spare Tyre, I'll admit, is sort of a gag power, but still viable, I think...
Senator Cybus wrote:So, basically, there's enough powers and other content there to make Powers Unlimited 4-14?
Senator Cybus wrote:Well, I've been a bit lazy recently, and some powers I've held back from posting there while I tweaked them or waited for more feedback, but yeah, officially, I'm still posting. Actually, I'll post the most recent ones up now, before I forget.
Any thoughts on my latest powers? Spare Tyre, I'll admit, is sort of a gag power, but still viable, I think...
Severus Snape wrote:Senator Cybus wrote:Any thoughts on my latest powers? Spare Tyre, I'll admit, is sort of a gag power, but still viable, I think...
Well, if we're gonna do gag powers....
Curly Shuffle (minor)
Nyuk, Nyuk, Nyuk...
The character with this power has the ability to force opponents to do several oddball things in the style of The Three Stooges:
1. The character can make opponents perform slapstick routines to slap, punch, eye-poke, etc., each other, thereby distracting them from attacking the character. Targets are allowed a saving throw vs. mind control, at a target of 15. Failure means that the opponents are stuck in a slapstick routine, punching/hitting/kicking/eye-poking each other for the remainder of the melee round. Targets may, even failing a saving throw, continue to attack in the combat round, but they do so with -2 penalties to all combat actions. This requires the use of 1 melee action.
2. The character can cause opponents to lose control of their ability to speak properly, mispronouncing words and speaking much like Curly would. Popular phrases are "Coitainly!", "Hey Moe!", "Oh - wiseguy!", and "Nyuk, Nyuk, Nyuk!". This can be a real pain against magic users and those with powers that require verbal activations, as this makes spellcasting impossible. Targets are allowed a saving throw vs. mind control at a target of 15, with failure meaning the target is stuck speaking in this way for 1d4 melee rounds. The character must spend 2 melee actions to perform this act.
3. The character can cause an opponent to perform a slapstick dance routine, characterized by running in place and slapping oneself repeatedly on the forehead. This is the actual "Curly Shuffle" dance that was popularized in the 80s (see: The Knuckleheads, The Curly Shuffle). Targets are again allowed a saving throw vs. mind control at a target of 15, with failure meaning the target is stuck doing this dance for 1d4 melee rounds, and all combat actions for the target are done at a penalty of -2 for the duration. This requires the use of 2 melee actions.
Range for this power is line of sight to 100 yards. Targets who make their saving throw are completely unaffected, and cannot be targeted by the portion this power that they saved against for 24 hours.
Stone Gargoyle wrote:Severus Snape wrote:Senator Cybus wrote:Any thoughts on my latest powers? Spare Tyre, I'll admit, is sort of a gag power, but still viable, I think...
Well, if we're gonna do gag powers....
Curly Shuffle (minor)
Nyuk, Nyuk, Nyuk...
The character with this power has the ability to force opponents to do several oddball things in the style of The Three Stooges:
1. The character can make opponents perform slapstick routines to slap, punch, eye-poke, etc., each other, thereby distracting them from attacking the character. Targets are allowed a saving throw vs. mind control, at a target of 15. Failure means that the opponents are stuck in a slapstick routine, punching/hitting/kicking/eye-poking each other for the remainder of the melee round. Targets may, even failing a saving throw, continue to attack in the combat round, but they do so with -2 penalties to all combat actions. This requires the use of 1 melee action.
2. The character can cause opponents to lose control of their ability to speak properly, mispronouncing words and speaking much like Curly would. Popular phrases are "Coitainly!", "Hey Moe!", "Oh - wiseguy!", and "Nyuk, Nyuk, Nyuk!". This can be a real pain against magic users and those with powers that require verbal activations, as this makes spellcasting impossible. Targets are allowed a saving throw vs. mind control at a target of 15, with failure meaning the target is stuck speaking in this way for 1d4 melee rounds. The character must spend 2 melee actions to perform this act.
3. The character can cause an opponent to perform a slapstick dance routine, characterized by running in place and slapping oneself repeatedly on the forehead. This is the actual "Curly Shuffle" dance that was popularized in the 80s (see: The Knuckleheads, The Curly Shuffle). Targets are again allowed a saving throw vs. mind control at a target of 15, with failure meaning the target is stuck doing this dance for 1d4 melee rounds, and all combat actions for the target are done at a penalty of -2 for the duration. This requires the use of 2 melee actions.
Range for this power is line of sight to 100 yards. Targets who make their saving throw are completely unaffected, and cannot be targeted by the portion this power that they saved against for 24 hours.
I think most of us have done our share of gag powers at one time or another. This power would be exceptionally annoying.
Stone Gargoyle wrote:Senator Cybus wrote:Out of interest, does anyone have an idea just how many powers there are in the Vault?
I really have no clue. Iczer has well over 1200, and my list of powers is about half that. Are you still posting your powers over to the vault, Senator?
Mr. Deific NMI wrote:Stone Gargoyle wrote:Senator Cybus wrote:Out of interest, does anyone have an idea just how many powers there are in the Vault?
I really have no clue. Iczer has well over 1200, and my list of powers is about half that. Are you still posting your powers over to the vault, Senator?
There are a total of 3,470 "pages" over at the Black Vault.
Figure about 100-200 or so are non-power pages or "directory" pages.
Iczer wrote:is it time for another post yet?
Batts
Omni energy expulsion [Major] by Iczer
'Hmmm....flame resistant, energy resistant...let's try electricity'
The character has the ability to project rays and beams of energy. Unlike lesser energy expulsion abilities, the character can vary the energy so expelled, with more choices becoming avialablke at greater levels of experience, along with greater skill.
1) Energy blast. The character can fire blasts of raw, undifferentiated energy. this blast does 3D6 damage +1D6 per level of experience, and has a range of 300 feet, plus 100 feet per level.
The character selects another of the following energy types at levels 2,3,4,5,6,8,10,12 and 14. Fire/heat (selected twice becomes plasma) Electricity (selected twice becomes ionic), Laser (taken twice becomes particle beam), sonic, vibration and cold.
2) Energy Blast combat: The character has developed a unique form of ranged combat that augments his ability with the energy blast above.
.....snip....
Rapid shot: The character's attack is reduced to 1D6 per level, but the attack fires off like a submachine gun. the character fire these blasts in short, medium or long bursts.
abtex wrote:iczer, I was looking at one of your powers,Omni energy expulsion [Major] by Iczer
'Hmmm....flame resistant, energy resistant...let's try electricity'
The character has the ability to project rays and beams of energy. Unlike lesser energy expulsion abilities, the character can vary the energy so expelled, with more choices becoming avialablke at greater levels of experience, along with greater skill.
1) Energy blast. The character can fire blasts of raw, undifferentiated energy. this blast does 3D6 damage +1D6 per level of experience, and has a range of 300 feet, plus 100 feet per level.
The character selects another of the following energy types at levels 2,3,4,5,6,8,10,12 and 14. Fire/heat (selected twice becomes plasma) Electricity (selected twice becomes ionic), Laser (taken twice becomes particle beam), sonic, vibration and cold.
2) Energy Blast combat: The character has developed a unique form of ranged combat that augments his ability with the energy blast above.
.....snip....
Rapid shot: The character's attack is reduced to 1D6 per level, but the attack fires off like a submachine gun. the character fire these blasts in short, medium or long bursts.
The question I have does 'Rapid shot' do the same damage at any level of hero. Or I am reading it wrong.
"...this blast does 3D6 damage +1D6 per level of experience..."
"...character's attack is reduced to 1D6 per level..."
At level 3 you do 3D6 [base damage is 3D6 + 3D6 for level 3 - 3D6 for being level 3] and at level 10 [base damage is 3D6 + 10D6 for level 3 - 10D6 for being level 10], you would still be doing 3D6 in damage?
abtex wrote:Thank you Iczer
Iczer wrote:Borrow Aura: [Major]
'Excuse me General..I need your expertise and I don't have enough time to coerce you'
The character can photocopy a person's memory and personality and store the imprint for later, overlaying it over his own in order to gain access to their skills and reflexes.
1) absorb aura. all it takes is a touch and 2 actions. this can be parried as normal. the character can keep one 'aura' in memory per level, plus 1 for every 5 points of IQ. Aura's usually last about 6 months before degrading
2) Use aura: the character can grab a memorised aura and overlay it over his own. this process takes 1 melee round to perform.
when wearing the aura of another person, the character gains the target's HTH skills (at one level lower) and knows all the target's skills at -15%. He also has access to all the target's memories (though it's hard to filter all that information: it takes one melee round per specific 'fact' to uncover and the memories are foggy. only 75% accuracy, 30% if the target was unwilling to be copied)
3) Consult aura: the captured and copied aura can be 'consulted' for advice. this takes a minute to set up, and the character can then 'talk' to his copy. If the copy is hostile then it will simply refuse, but otherwise the copy will advise as it feels necessary.
Mr. Deific NMI wrote:Iczer wrote:Borrow Aura: [Major]
'Excuse me General..I need your expertise and I don't have enough time to coerce you'
The character can photocopy a person's memory and personality and store the imprint for later, overlaying it over his own in order to gain access to their skills and reflexes.
1) absorb aura. all it takes is a touch and 2 actions. this can be parried as normal. the character can keep one 'aura' in memory per level, plus 1 for every 5 points of IQ. Aura's usually last about 6 months before degrading
2) Use aura: the character can grab a memorised aura and overlay it over his own. this process takes 1 melee round to perform.
when wearing the aura of another person, the character gains the target's HTH skills (at one level lower) and knows all the target's skills at -15%. He also has access to all the target's memories (though it's hard to filter all that information: it takes one melee round per specific 'fact' to uncover and the memories are foggy. only 75% accuracy, 30% if the target was unwilling to be copied)
3) Consult aura: the captured and copied aura can be 'consulted' for advice. this takes a minute to set up, and the character can then 'talk' to his copy. If the copy is hostile then it will simply refuse, but otherwise the copy will advise as it feels necessary.
Is there a duration to the aura's use? I understand he "remembers" it for about 6 months [I think that is too long IMHO], but when the PC activates the aura, how long will it last?
Is there a save to resist ones aura from being copied? Would psychics be more resistant to this?