Re: NEW POWERS!
Posted: Tue Sep 27, 2011 6:27 pm
Hmmm, it appears to be a month and a half since Iczer posted his last set of powers...
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Stone Gargoyle wrote:Hmmm, it appears to be a month and a half since Iczer posted his last set of powers...
Mephisto wrote:Iczer wrote:Stone Gargoyle wrote:Hmmm, it appears to be a month and a half since Iczer posted his last set of powers...
Yes. Yes it has.
I should see to that.
Batts
I have no idea what you could do that you haven't already done.
AlanGunhouse wrote:Why does bend environment only seem to have superhuman strength? It would seem like it should be higher.
Does the Donor character regrow lost organs?
Iczer wrote:... Apologies in advance. (oh..and a few more coming)
abtex wrote:Well come back. Nice powers.Iczer wrote:... Apologies in advance. (oh..and a few more coming)
Powers or Apologies?
gaby wrote:Paralyzing touch
the character can temporarily paralyze someone else with just a touch.
duration up to 25 minute by it self or character wills it to end.
I thinking the duration grows by 1 minute for ever level of experience.
What do you think?
AlanGunhouse wrote:gaby wrote:Paralyzing touch
the character can temporarily paralyze someone else with just a touch.
duration up to 25 minute by it self or character wills it to end.
I thinking the duration grows by 1 minute for ever level of experience.
What do you think?
I think the power would require a saving throw.
gaby wrote:I am better at coming up with a idea for a Power then seting up the rules for it. Sorry.
AlanGunhouse wrote:"Invention is 10% inspiration and 90% perspiration." - Thomas A. Edison
dragon_blaze_99 wrote:not a power but a compiled powers chart for immortals, demon etc.
Supernatural characters power chart
1-4 Super Abilities: 4 Minor
5-8 Psionics: 2 from each of the minor categories plus 2 super psionics + 2 minor psionics per level ISP: 3d4X10+ ME + 10 ISP per level
9-12 Super Abilities: 1 Major and 2 minor
13-16 Super Abilities: Power grows with experience 1 Major @ 1, 3, 6, 9, 12 & 15
17-20 Magic: 10 spells from level 1-6 and 6 from level 7-12 PPE bonus 1d6X10+60
21-24 Super Abilities: 2 Major 1 minor
25-28 Psionics and Super Abilities: 1 Major or 2 minor and 1d4 super psionics with 2d4+2 minor psionics ISP: 1d6X10+50 + 8 ISP per level
29-32 Psionics and Super Abilities: 1 Major and 1 minor plus 1d4+3 minor psionics from one category ISP: 1d4X10+10+ME + 5 ISP per level
33-36 Psionics & Magic: 10 spells from Levels 1-5 plus 2 super psionics and 2D4+2 minor psionics ISP: 1d6X10+ME +10 ISP per level PPE: 4D4X10 +2d6 per level
37-40 Super Abilities: 1 Major and 4 minor
41-44 Super Abilities: 3 Major
45-48 Super Abilities: 2 Major and 2 minor
49-52 Super Abilities: 2 Major and 3 minor
53-56 Super Abilities and Magic: 1 Major and 1 minor with 8 spells from levels 1-5 and 5 spells from levels 6-9 PPE: 2d4X10+20 + immortal amount per level
57-60 Master Psychic: 1d4+4 from each of the minor categories plus 6 super psionics ISP MEX10 + 15 ISP per level
61-64 Super Abilities & psionics: 1 Major and 2 Minor (or 2 Major) with 1d4 super psionics and 1d6+6 minor psionics ISP: 1d6X10+ME +10 ISP per level
65-68 Wizard Supreme: 20 spells from levels 1-10 and 1d6+6 from 11-15 plus 1 spell per level from levels 1-10 PPE 2d6X10+90 +10 PPE per level
69-72 Super Abilities: 7 minor or 3 major and 1 minor or 1 major and 5 minor
73-76 Arcane knowledge: 12 spells from levels 1-8 + 1 spell per level from levels 1-8 +1 to spell strength at 3, 7 & 12 PPE 2d6X10+PE +2d6 PPE per level
77-80 Super Abilities and Magic: 1 Major and 1minor with 6 spells from level 1-5 PPE: PEx2 +1d6 per level
81-84 Super Abilities and Magic: 2 minor powers with 10 spells from levels 1-5 PPE PEX3 +2d4 per level
85-88 Arcane Knowledge: 13 spells from levels 1-7 + 1 spell per level from levels 1-7 +1 spell strength @ 3, 7 & 11 PPE: 2d6X10+PE +2D6 PPE per level
89-92 Diversity of power: 2d4+2 minor super abilities
93-96 Supreme power: 1d4+1 Major super abilities
97-100 Magic prowess & Super Abilities: 1 Major super ability & 2d6+10 Spells from Levels 1-8 PPE double normal +12 PPE per Level (if no normal amount PEx10 +12 PPE per level)
Mephisto wrote:Stone Gargoyle wrote:Lock On is one of those "never miss" adaptations to powers that irk me, Mephisto. I kind of like Tactile Skin, though...
Well, it could be changed to give a Strike bonus, or a penalty to dodge. It's kind of meant to be a blast that doesn't have to follow a straight line to hit its target.
Mephisto wrote:Mid-Air Acrobat (Minor) "I believe I can fly, I believe I can touch the sky"
This odd power enables the character to perform impressive acrobatic skills while in the air. This can be a case of a leap off the side of a building, while free falling from a plane, or being thrown by a strong teammate. While in mid-air, the following bonuses occur:
+1 Initiative in mid-air at levels 3, 6, 9, and 13.
+1 Attack per melee at levels 1 and 10.
Gains Automatic Dodge, with +2 at levels 4, 8 and 12.
Gains some special abilities. They are: Mid-Air Flip Throw, Flip Up, and Centrifugal Redirection.
The Mid-Air Flip Throw: This is when the character comes in contact with someone in mid-air and attempts to throw them by grabbing them then creating a circular motion and tossing the enemy into something before the character hits the ground. Normal bonuses apply to the Flip Throw and it does 3D6 damage, plus 4 per 20 mph of the victims speed based on the height and trajectory of the throw. This move costs the character two attacks and can only be performed once a melee round.
Flip Up: This move is when the character is underneath the opponent, then flips up and over so the character is on top, and controls the movement of the opponent. It requires a roll based on the difficulty; 4 for easy, 8 for mediocre, 12 for normal, 16 for challenging and 20 for difficult. A Flip Up costs the character one attack per melee, and works with Initiative only; can not be done as a defensive move. Being on top means the opponent has to work to get back in a dominant position, and will be -2 on combat moves while in mid-air.
Centrifugal Redirection: This move involves an oncoming force being propelled into another force. It's a basic grab and toss while still in a circular motion. The character is +2 to strike with the initial grab and +4 to strike with the redirection. It's two attacks in a row, and considered a pretty basic move.
Other Bonuses: +4 to Roll with Punch/Fall/Impact, Fearless of Heights and +2D6 to S.D.C.
Dobergirl wrote:I could so totally see APS Earh as light dust and earth particles gathering to make wings. Plant is even better, with rose petals and such forming beautiful wings.
You can make wings out of pretty much any of the APS, just use your imagination.
Dobergirl wrote:I could so totally see APS Earh as light dust and earth particles gathering to make wings. Plant is even better, with rose petals and such forming beautiful wings.
You can make wings out of pretty much any of the APS, just use your imagination.
abe wrote:bookworm-basically you can use any power you can read about or written about!
extra ppe-12d12
extra isp-10d12
me-2d4
& pe 3d4
Stone Gargoyle wrote:abe wrote:bookworm-basically you can use any power you can read about or written about!
extra ppe-12d12
extra isp-10d12
me-2d4
& pe 3d4
No, this is way too Munchkin and kind of simplistic, in my opinion.
Mr. Deific NMI wrote:Stone Gargoyle wrote:abe wrote:bookworm-basically you can use any power you can read about or written about!
extra ppe-12d12
extra isp-10d12
me-2d4
& pe 3d4
No, this is way too Munchkin and kind of simplistic, in my opinion.
That and there is a power in one of the Powers Unlimited with the same name.
abe wrote:bookworm-basically you can use any power you can read about or written about!
extra ppe-12d12
extra isp-10d12
me-2d4
& pe 3d4
abe wrote:limitations for bookworm-the powers last for a maximum of 2d4 hours MAX & you must be able physically duplicate the powers in some way (ie you can't grow extra limbs or such)help much?
abe wrote:new power-goo bomb,you can shoot out a large(25 feet +3 feet radius per level)ball of sticky goo that can trap people or (at higher levels)stop cars/vehicles!
Severus Snape wrote:abe wrote:new power-goo bomb,you can shoot out a large(25 feet +3 feet radius per level)ball of sticky goo that can trap people or (at higher levels)stop cars/vehicles!
I'm going to say this as nicely as I possibly can, as we (the community at large) wants to continue to encourage people to contribute new things. But you should really flesh out a power fully before just posting the idea in your head. What are some of the details to it? What limitations? Is it a major or minor? Is there a saving throw allowed? Can the power be used offensively or defensively?
Stuff like that.
abe wrote:Severus Snape wrote:abe wrote:new power-goo bomb,you can shoot out a large(25 feet +3 feet radius per level)ball of sticky goo that can trap people or (at higher levels)stop cars/vehicles!
I'm going to say this as nicely as I possibly can, as we (the community at large) wants to continue to encourage people to contribute new things. But you should really flesh out a power fully before just posting the idea in your head. What are some of the details to it? What limitations? Is it a major or minor? Is there a saving throw allowed? Can the power be used offensively or defensively?
Stuff like that.
sorry,it's a minor power(though it could be a major now that I think about it.)
Mephisto wrote:Enhanced Tongue (Minor)
4. Other Bonuses: +2 to save vs Knockout/Stun (due to the stability in the face/jaw that the stronger tongue provides).
Specter wrote:Major Power
Follow-port
Like Teleportation but the hero is not teleporting to a place but is instead teleporting to a person.
1. Teleport to a key person: The hero must know the person they are teleporting to and they need to have had physical contact with them at some point in the past. The physical contact allows them to key into their "frequency".
2. Sense Location: The hero can sense the general location of anyone they are keyed to.
Iczer wrote:Specter wrote:Major Power
Follow-port
Like Teleportation but the hero is not teleporting to a place but is instead teleporting to a person.
1. Teleport to a key person: The hero must know the person they are teleporting to and they need to have had physical contact with them at some point in the past. The physical contact allows them to key into their "frequency".
2. Sense Location: The hero can sense the general location of anyone they are keyed to.
I like this, though i think a saving throw may be required (or else we just 'key' ourselves to the villain du jour, and range should be set up.
Batts
(Is not sleeping, merely sleepy)
Mr. Deific NMI wrote:Energy Claws [Revised] - Minor [or did I just bump this power to Major Status?]
Insert Fluff Text Here
The player must choose if the energy claws are kinetic based or energy based in nature.
Damage [regardless of type of claw/energy] 4D4 +1D4 at levels 3, 6, 9, 12, and 15
Additional Damage Bonsus:
* If the energy claws are a type of kinetic or "force" claws, then the damage bonus is based on their P.S. [ie: PS 20 = +5 damage bonus]
* If the energy claws are not a type of kinetic or "force" claws, then the damage bonus is based on their M.E. on the P.S. scale [ie: ME 20 = +5 damage bonus, ME 16 = +1 damage bonus]
Bonus Abilities:
* If the energy claws are kinetic or force in nature, they may be used to parry physical as well as energy based attacks [but do you really want to parry a flaming magic sword with your "bare" hands?]. GM's: Use common sense. If your player is going to parry a large object they themselves, just like shields should take a portion of the damage. I suggest anywhere from 10-25%
* If the energy claws are energy in nature they may be used to parry energy based attacks only. The claws nor the PC will take damage if the energy attack is the same as the make-up of the energy claws.
* Regardless of the make-up the claws, all energy claws act as Armor Piercing weapons. The amount of A.R. these claws can negate is based on the users M.E. attribute.
** M.E. 1-15 no bonus to A.R. penetration. M.E. 16-18: +1, M.E. 19-21: +2, M.E. 22-25: +3, M.E. 26-28: +4, M.E. 29-30: +5 No bonus for a M.E. above 30, unless the M.E. is an Extraordinary Attribute like E.O. M.E. A raw bonus from another power like Divine Aura will not extend the A.R. penetration reach of this power.
*** Characters with this power will gain an additional +1 to their A.R. penetration at levels: 4, 7, 10, and 15.
**** Note: Against Natural A.R. like certain APS abilities, Mineral Aliens, Robotic A.R., this bonus is reduced by half, rounded down.
Additional Abilities: +1 Parry, + 2 disarm, +1 Pull Punch [applicable only when the claws are being used as part of the attack]. Other bonuses to strike, parry, etc from a high P.P., certain skills and powers may apply. Again GM's, use common sense.
Example of damage and Armor Piercing bonuses
6th level hero. We shall call him "The Canadian Badger"
M.E. 20
P.S. 19
Force/Kinetic based claws
Damage: 6D4+4 [P.S. Damage Bonus]
Armor Penetration: +3 [+2 based on M.E. and +1 based on level]
Any blaring problems or questions?Stone Gargoyle wrote:Mr. Deific NMI wrote:Energy Claws [Revised] - Minor [or did I just bump this power to Major Status?]
Insert Fluff Text Here
The player must choose if the energy claws are kinetic based or energy based in nature.
Damage [regardless of type of claw/energy] 4D4 +1D4 at levels 3, 6, 9, 12, and 15
Additional Damage Bonsus:
* If the energy claws are a type of kinetic or "force" claws, then the damage bonus is based on their P.S. [ie: PS 20 = +5 damage bonus]
* If the energy claws are not a type of kinetic or "force" claws, then the damage bonus is based on their M.E. on the P.S. scale [ie: ME 20 = +5 damage bonus, ME 16 = +1 damage bonus]
Bonus Abilities:
* If the energy claws are kinetic or force in nature, they may be used to parry physical as well as energy based attacks [but do you really want to parry a flaming magic sword with your "bare" hands?]. GM's: Use common sense. If your player is going to parry a large object they themselves, just like shields should take a portion of the damage. I suggest anywhere from 10-25%
* If the energy claws are energy in nature they may be used to parry energy based attacks only. The claws nor the PC will take damage if the energy attack is the same as the make-up of the energy claws.
* Regardless of the make-up the claws, all energy claws act as Armor Piercing weapons. The amount of A.R. these claws can negate is based on the users M.E. attribute.
** M.E. 1-15 no bonus to A.R. penetration. M.E. 16-18: +1, M.E. 19-21: +2, M.E. 22-25: +3, M.E. 26-28: +4, M.E. 29-30: +5 No bonus for a M.E. above 30, unless the M.E. is an Extraordinary Attribute like E.O. M.E. A raw bonus from another power like Divine Aura will not extend the A.R. penetration reach of this power.
*** Characters with this power will gain an additional +1 to their A.R. penetration at levels: 4, 7, 10, and 15.
**** Note: Against Natural A.R. like certain APS abilities, Mineral Aliens, Robotic A.R., this bonus is reduced by half, rounded down.
Additional Abilities: +1 Parry, + 2 disarm, +1 Pull Punch [applicable only when the claws are being used as part of the attack]. Other bonuses to strike, parry, etc from a high P.P., certain skills and powers may apply. Again GM's, use common sense.
Example of damage and Armor Piercing bonuses
6th level hero. We shall call him "The Canadian Badger"
M.E. 20
P.S. 19
Force/Kinetic based claws
Damage: 6D4+4 [P.S. Damage Bonus]
Armor Penetration: +3 [+2 based on M.E. and +1 based on level]
This just borders on being a Major, though it could be just an overly strong minor. Interesting revisions, at any rate.
Mr. Deific NMI wrote:Any blaring problems or questions?Stone Gargoyle wrote:Mr. Deific NMI wrote:Energy Claws [Revised] - Minor [or did I just bump this power to Major Status?]
Insert Fluff Text Here
The player must choose if the energy claws are kinetic based or energy based in nature.
Damage [regardless of type of claw/energy] 4D4 +1D4 at levels 3, 6, 9, 12, and 15
Additional Damage Bonsus:
* If the energy claws are a type of kinetic or "force" claws, then the damage bonus is based on their P.S. [ie: PS 20 = +5 damage bonus]
* If the energy claws are not a type of kinetic or "force" claws, then the damage bonus is based on their M.E. on the P.S. scale [ie: ME 20 = +5 damage bonus, ME 16 = +1 damage bonus]
Bonus Abilities:
* If the energy claws are kinetic or force in nature, they may be used to parry physical as well as energy based attacks [but do you really want to parry a flaming magic sword with your "bare" hands?]. GM's: Use common sense. If your player is going to parry a large object they themselves, just like shields should take a portion of the damage. I suggest anywhere from 10-25%
* If the energy claws are energy in nature they may be used to parry energy based attacks only. The claws nor the PC will take damage if the energy attack is the same as the make-up of the energy claws.
* Regardless of the make-up the claws, all energy claws act as Armor Piercing weapons. The amount of A.R. these claws can negate is based on the users M.E. attribute.
** M.E. 1-15 no bonus to A.R. penetration. M.E. 16-18: +1, M.E. 19-21: +2, M.E. 22-25: +3, M.E. 26-28: +4, M.E. 29-30: +5 No bonus for a M.E. above 30, unless the M.E. is an Extraordinary Attribute like E.O. M.E. A raw bonus from another power like Divine Aura will not extend the A.R. penetration reach of this power.
*** Characters with this power will gain an additional +1 to their A.R. penetration at levels: 4, 7, 10, and 15.
**** Note: Against Natural A.R. like certain APS abilities, Mineral Aliens, Robotic A.R., this bonus is reduced by half, rounded down.
Additional Abilities: +1 Parry, + 2 disarm, +1 Pull Punch [applicable only when the claws are being used as part of the attack]. Other bonuses to strike, parry, etc from a high P.P., certain skills and powers may apply. Again GM's, use common sense.
Example of damage and Armor Piercing bonuses
6th level hero. We shall call him "The Canadian Badger"
M.E. 20
P.S. 19
Force/Kinetic based claws
Damage: 6D4+4 [P.S. Damage Bonus]
Armor Penetration: +3 [+2 based on M.E. and +1 based on level]
This just borders on being a Major, though it could be just an overly strong minor. Interesting revisions, at any rate.
No, I was using M.E. as a focusing point of sorts. The character will power honing and sharpening his "energy claws". I use M.E. to an affect like this for a variety of powers.Stone Gargoyle wrote:It is pretty straghtforward. I take it you are basing some damage on ME bonus due to them being a type of psionic claws, no?