Mephisto wrote:Stone Gargoyle wrote:I think Iczer needs to post some powers. It has been like two pages since he posted. Has anyone seen him lately?
It's been months, either he has no new material or has gone on to bigger and better things. My guess is the latter. No idea and honestly he was the zen master of powers he's going in the Palladium Hall of Fame for his contributions.
Believe it or not, it's just been work. Not really bigger or better, just time consuming.....but it does pay the bills.
It is nice to be remembered though...so if I may my hibernation.....
Vital Armour: [Minor]
ÿou know, for an invulnerable guy, you sure do whine a lot.'
The character can give up his own health and vitality to become temporarily tougher. The character simply reduces his PE by one(as an action) and gains limited protection.
The first PE point spent grants the character an Natural Ar of 8.
Subsequent PE points increase AR by 3 points, to a maximum of 17. after this point, every PE point spent reduces incoming damage from energy or kinetic sources by the characters level.
[Avery, a third level mutant with a PE of 14, needs to cross a gunfire strew battlezone to rescue a fallen team mate before he bleeds to death. She blows 6 PE. the first four increase her AR to 17, the last two reduce incoming damage from the gunfire by 6 - twice her current level]
The increased toughness adds to the character's PS as well, each spent PE point increases her PS by an equal amount.
A PE point can be spent to counter a disease or poison already in the character's system, and 2 points can shrug off the effects of any failed saving throw from a superpower, magic spell or psionic effect.
Duration: the enhancements are only short lived, one minute per level. PE returns at a rate of 1 every 10 minutes (or double if resting)
Forced evolution: [Major]
'that's what I adore about the zoo...so much potential'The character can artificially force random evolutionary advantages on a target.
1) Evolve humanoids: By touching a humanoid for one minute (must be willing or unable to resist) the character can force a massive biological series of shifts. the target gains the minor power of physical perfection OR Feral (powers unlimited 1) and a random mutation. transformations like this last one hour for each level of the character and target combined. The character cannot evolve himself with this ability.
2) Evolve animals: the character can perform the same trick on animals. animals are usually unable to be made willing (you technically cannot get them to give consent unless they can understand you). apply one mutation and either the minor power of Feral or physical perfection. Alternatively you can grant them human level sentience and 40 Bio-E. Animals evolved in this manner retain their transformations for one hour per level of the character.
3) Evolve Microbiologicals: The character can cause localized bacteria, mold, spores and fungus to swell and expand. it takes a mere melee round to create a slime puddle. such pools of evolved bacteria can be treated as semi sentient hostile environments. A pool is roughly 3 feet across per level of the character and a foot high, and moves with a spd of 6. such pools have one attack per melee and all that is is simply moving onto or over living targets. +3 to strike parries are impossible without some sort of inorganic shield. They have 12 HP per level of the character, but are immune to physical attacks. Being slapped by one of these pools is like having acid splashed on you, inflicting 2D4 damage +1D4 damage per level. double damage if a target should be engulfed by one of these pools, half if a target is dumb enough to actually punch or strike one. In addition each pool has one of the following added benefits.
01 Extra acidity: Damage is done with D6's rathert than D4's
02 Robust: has 20 HP per level.
03 Noxious: being within 10 feet of the creature requires a saving throw vs poison from its fumes (14+ or become choked - lose one attack and -2 to strike/parry/dodge)
04 Airborne: the is a gas cloud and floats 1D4+2 feet off the ground with a speed of 10
05 Carnivorous: every 20 points of damage caused by the blob increases it's effective level by one
06 Virulent: The blob's touch causes massive infections and lesions. it's damage ignores any natural AR from organic sources(including invulnerability), but targets gain a saving throw vs disease to take half damage.
07 Fast: the blob gains an extra attack doubles its spd and gains a+2 to strike
08 Highly caustic: the blobs acid touch affects inorganic objects as well, inflicting double normal damage to stone and metal.
09 long lasting: the blob persists for 1D4 days before devolving back to where it came from
10 roll twice.
Duration: evolved bacteria remain in their blob like state for 1 minute per level of the character.
Limitations: The character gains no actual control over his creations, so he best avoid his blobs and rampaging evolved Apes. The touch range of his powers, and the durations make them unseemly for combat, though great for unleashing chaos.
Other bonuses: The character enjoys some measure of physical enhancement, gaining the minor power of Physical perfection.
Water Blast: [Minor]
'Woosh!'The character can pull ambient water from the air and hurl it at a target.
Range: 40 feet plus 10 feet per level.
Damage: 2D4 triple damage to creatures made of fire, and can extinguish a fire roughly the size of a man.
Attacks per melee: each attack uses one action, but only one water blast can be made per round.
Pushback: the force of a water blast is sufficient to knock over a man sized target. The target rolls a D20 and adds his PS attribute, while the character rolls a D20 and adds 12. if the character rolls higher then the target is pushed backwards one foot per point of difference. any target knocked backwards any distance (including if the rolls are tied) must make a sense of balance check or be knocked down.
Bonus to strike: +4.
Special: If the character has ready access to a vast supply of water (heavy rain, an open lake) within 10 feet (+2 per level) the character can fire 2 water blasts per round, for 4D6 damage, and the push back has a PS of 24 and pushes a target back 2 feet per point of difference.
Psi absorption: [Major]
'Puny Brain-man try to punish Sulk. SULK TRASH PUNY BRAIN MAN'The character absorbs psionic energy and converts it into raw power for a very short time.
The character is immune to psionic power (as per the minor power). This includes pseudo psionic powers posessed by some superbeings, as well as magic effects that target the mind or will. when the character would normally be called upon to make a saving throw, he instead gains +5 PS and a temporary bonus of +20SDC. He also enjoys a mild increase in size. furthermore, every point of ISP or PPE in the power used (none for super powers) heals a like amount of damage the character may have already suffered. The PS and SDC last for only 1 round per level, and the character can only gain a maximum of +20PS and +100SDC.
The character takes half damage from psionic energy (mind bolts and psi swords in particular). While the character has any enhanced PS, he has a +1 attack per melee.
Pseudo Psychic [Major]
'Oh Crap...It's the Sulk!'The character's brain has adjusted to project a series of psionic like effects. while not technically psionic, he is hard pressed to tell the difference without a blood test an an expert in the field.
1) Heightened mind: +1D4+1 to IQ, ME and MA.
2) Psionic defence: the character needs only a 12 to save vs psionics. In addition, the character can become impervious to psionics by shutting down the pseudo psychic power (no abilities)
3) mental force bolts: electromagentic energy inflicting 1D6 damage per level out to 300 feet with +4 to strike. each bolt requires an action.
4) Psionic stab: a direct mental assault to cause either confusion (target loses one attack and halves combat bonuses for 1D4 rounds +1 per level) or pain (1HP per level in damage and target loses all actions for the round) to a target within 30 feet. Targets may save vs psionics to resist these effects.
5) Psychic senses: the character is highly intuitive with the ability to sense danger, emotions and other psychic powers. The character is hard to surprise and has +4 to initiative, and can make a perception check (12) to notice and avoid surprise attacks. He can read a targets emotions by concentrating. this grants a +10% to seduction as well as +2 to all perception checks with people and a charm impress/trust intimidate of 40% (or +15% if he already possesses these) Lastly,he has a 40% chance of determining if a person has psychic powers, or an ISP reserve. He automatically detects the use of psychic powers within 60 feet.
5) psychic bonuses: If the character possesses an ISP reserve, he enjoys +30ISP
Predestin: [Minor]
'Predictable as always professor'The character can glimpse the future, just enough to avoid disaster or avert tragedy.
The character requires a minute of concentration and then makes a saving throw (14+ ME bonuses apply) this roll is fixed and can be used in the next 4 hours (plus one hour per level) instead of any other dice roll.
[Deja-Fu, has fixed a 17 one morning, right before she meets Master Feng for their Dawn Duel to the death. as the sun rises and the opponents battle, Deja-Fu rolls a pitiful 7 to parry Master Feng's 100 spider strike. She swiftly substitutes the 17, and then adds her bonuses to parry, avoiding Master Feng's eminently predictable death touch attack.]
The roll can substitute for a skill roll (which guarantees a roll of 25 or less on percentile dice) or for a damage roll (turning a roll of 3 for damage to a much higher number.)
Other abilities: the character's meditations giver her blurry insight into the future. The character is vaguely aware of any great tragedy that occurs within the duration of the power, though not specifics. The GM is advised to aid with this by giving helpful hints such as ýou should carry rope today' or ''ýou awaken from your meditations smelling smoke and hearing sirens' The character gains a Bonus of 1D4+1 ME
Drawbacks: The character can 'predestin' one dice roll at a time (two at seventh level and three at 14th. make two or three saving throws). He can meditate upon a failed roll for an extra minute but not on successful one.
Water walking [Minor]
'come on guys, he's getting away on that speedboat'The character creates a field that solidifies water on contact, buoying and supporting his weight. He can walk on water as if it were solid ground, or skim and slide over its surface. The character enjoys +2 to dodge +2 to initiative and +15 to Spd when on water of at least 6 inches thickness. The character can control this so that he can sink at will. he can make climb checks to climb waterfalls (but at -20%) and ignores any slipperiness of wet surfaces he is touching. His punches and kicks harm targets made of liquid or water normally
Limbsmith [Major]
'hey guys..pass me that radiator..I need to fly after that guy'The character can cause machinery to reform as spare limbs that attach themselves until no longer needed.
1) disassemble machinery: the character can touch a working machine and inflict 3d6 damage to it over the course of a melee round. Machines with an AR over 12 take half damage and machines with an AR of 15 or more take one quarter damage. The pieces fly off and start to form a limb of the character's desire.
2) form limbs: it takes 30 SDC to create an arm or a leg. a sinlge arm adds +2 to all attempts to maintain a grapple, and +1 to parry. each pair of limbs (2 pairs maximum) adds an extra attack and +1 to parry. Metal fists inflict 2D6 damage, and the PS of a generated fist is equal to the AR of the original machine +1 per level.
A Leg requires 40 SDC to create. every extra leg (maximum 2) adds 5 feet to jumping distance and +10 to Spd. PS is the same as for arms and inflicts +6 damage on top of regular kicks)
A tail requires 20 SDC to make adds an extra attack with +2 to strike. a basic tail is 5 feet long, but every 40SDC adds another 5 feet (out to 20 feet maximum) a tail inflicts 2D6 damage with a swat.
Tentacles cost require 15SDC to create. each pair adds +1 attack and +5 to maintain grapples. tentacles inflict 1D4 damage and have a PS of half the strength of a normal limb.
Wings cost 35 SDC and must be made in pairs to function, granting a flying spd equal to the character's PP plus his MA with a +2 dodge bonus while in air. He cannot hover.
Formed limbs last one hour per level before falling apart.
3) replace limbs: the character can simply form a replacement limb for one that has been lost. the replacement functions identically to the original, except that it will be heavier and obviously mechanical. If the character is replacing a lost limb for himself it is functionally permanent until broken. If doing it for another, the prosthetic requires regular bionic maintenance by a person with basic mechanics and basic electronics or Better, or else it falls off after one day per level of the character.
Cojoin: [Minor]
'Let's share'The character can merge himself with another target, becoming a temporary co-joined twin. this requires that the character have a willing, helpless or grappled target. It takes one full melee round to merge with a target, and if grappling the target may attempt to escape by contesting a battle of strengths. unwilling targets may also make a saving throw to resist (14+ PE bonuses apply)
A merged creature has the mass of both targets combined, and consists of 2 legs, one swollen torso two arms and two heads. The creature has the combined SDC of both parties (but distinct Hit points). If the pair are co-operating, both members of the union have their normal attacks at the lower of their initiatives. Their PS and PE scores is equal to the highest of the two plus half of the weakest. Their PP and Spd scores are equal to the lowest of the pair. Both parties retain their powers but if co-operating, they can use each others powers at will.
If the target resists (but failed his saving throw) he can make the pairing awkward. He can deny access to his powers (the character must contest ME scores to use a borrowed power) and he can interfere physically, (both parties lose one attack per melee round, halve Spd and combat bonuses). as an action he may use powers on the character, (bearing in mind that he shares a body with him - his attacks will inflict half damage to the character's HP) or he may attempt to will himself free (takes a full round, a saving throw and an opposed ME vs ME roll) if he can teleport or turn intangible (for instance) he may attempt to do so and leave the character behind. an ME vs ME roll is required. If he wins, he can be made free, if he fails, then the power affects both parties.
Defender [Minor]
'Hold fast none shall get by me'The character can turn his defences inward, strengthening his body temporarily. as an action, he may gain a reserve SDC bonus of 50 that last until his next action, or until the next round of actions (whichever comes first) He cannot move more than 10 feet when he does this. The character can use this as a defence, making a roll with punch/fall/impact to absorb damage with the bonus SDC rather than taking half damage. This requires an action to perform. When the duration ends, the bonus SDC goes away, but it returns in full when a new action is made to do so. This SDC must be whittled away to harm the character, and can be used to resist point blank explosives and close range firearms normally.
Batts