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Re: NEW POWERS!
Posted: Thu Jul 30, 2015 4:08 pm
by Stone Gargoyle
Water Jet (minor) by Stone Gargoyle
The character can use existing water sources to propel himself at high speed.
1. Water Flight: If on a large body of water like a lake, the character can use the water to propel himself into the air by causing gallons of it to push under his body and carry him along the top of the water at a speed equal to his PE attribute score X10mph, plus an additional 10mph per level of experience. The water pressure to do so is great, so anybody within a 10 foot radius of the character takes 4d6 damage and is hurled away from him 2d6 feet. He can also choose to ram someone for 6d6 damage +4 damage per 20mph of speed (uses half the character's attacks for the melee round to do so). The character skims along the top of the water a mere foot above it.
2. Underwater Flight: The character can also use the power underwater to propel himself, but at only half the speed he has above the water. The character can stay submerged and breathe underwater for his PE attribute number of minutes. He also has a depth tolerance of 1.5 miles. The character uses this in place of the swimming skill, so he does not need to have the swimming skill to use this power. If your GM insists he have the skill with this power, the character basically moves underwater as if he has the skill of swimming at 98%.
3. Other Abilities And Bonuses: +1d4 PE
Re: NEW POWERS!
Posted: Thu Jul 30, 2015 6:58 pm
by taalismn
Stone Gargoyle wrote:Water Jet (minor) by Stone GargoyleE
"Hahahahaha! See! No trailing hose!"
Re: NEW POWERS!
Posted: Fri Jul 31, 2015 12:25 pm
by Stone Gargoyle
Hydroplane (minor) by Stone Gargoyle
The hero has a kind of oneness with nature, a gestalt allowing him to live in harmony with it. This allows the hero to do amazing things in cooperation with it, the most notable being flight over bodies of water.
The hero is able to ride across bodies of water, shooting across the top of it like a hydroplane. This presses the water flat as he does so, leaving a clear trail behind the hero. He must move to avoid boats and ships, as the power must be over unobstructed water.
Flight Speed: The hero's MEX20mph, plus 20mph per level
Bonuses in Flight:
+4 dodge if hovering or flying under 60mph, +6 over
+1 attack per melee round
+4 damage for every 20mph of flight speed
Altitude: The hero's ME number in feet, plus one foot per level
Limitations: The flight ability is only possible over water such as lakes, rivers, oceans and such. This power is useless on dry land.
Other Abilities and Bonuses:
The character only takes only half damage from water based attacks.
The character enjoys +10% to swimming and +5% to all nautical skills
Re: NEW POWERS!
Posted: Fri Jul 31, 2015 3:13 pm
by Stone Gargoyle
Water Rocket (Major) by Stone Gargoyle
"Ooh, I'm all wet!"
The hero propels himself using bursts of water, defying physics.
1. Water Flight: Essentially the same as the minor super ability of Flight: Energy. The hero flies by expelling water from his lower body, creating water sheath around his legs and a tail of water for 100 feet behind him. This makes him easier to trail, but does 2d4 damage to anything hit by the spray, and anyone trying to follow him on the ground will find that the ground has become slippery, making them have to make balance checks and move at half their normal rate of speed.
Flight Speed: 160mph, +20mph per level
Bonuses In Flight:
+1 attack per melee round
+1 to strike and parry
+2 dodge under 80mph, +4 over
+4 to damage for every 20mph of speed
2. Water Ball: This is a form of matter expulsion by which the character can generate a water blast out of thin air to hurl at a target.
Range: 100 feet per level
Damage: 2d4, +2 points per level. Does twice damage to creatures and beings made of fire.
Attacks: Uses 1 melee attack/action
Duration: Instant
Bonus: +2 to strike
3. Other Abilities and Bonuses:
The character takes only half damage from water attacks.
The character can maintain his balance on wet, slippery surfaces with no penalties.
Re: NEW POWERS!
Posted: Fri Jul 31, 2015 4:19 pm
by Stone Gargoyle
Create Elemental Entity: Water Wave (Major) by Stone Gargoyle
1. Elemental Entity: The character can generate an artificial water wave/spout that is self-aware. It will follow the commands of the character generally, but may do as it sees fit. The water represents thousands of gallons of water.
Range: The body of water is created within a range of a maximum distance of 300 feet from the character, plus 30 feet per level of experience, and cannot move any further than that from the character. The area around the water entity will be slick if it is traveling on dry land, so the area around the water entity will be slick. All those within ten feet of the water entity, or in an area where the water entity has traveled within the last ten minutes, must make balance checks to avoid losing balance and all in the area of effect are reduced to half their regular movement speed (if walking).
Duration: Concentration, up to 10 minutes per level of experience. The water will disappear if the character loses concentration or is knocked unconscious.
Attacks: Uses 2 melee attacks/actions to create and one attack/action per melee round to maintain. The water entity will itself have five attacks which it may use to attack opponents, but if the character orders the water entity to attack, it uses up the character's attacks equal to those for the type of attack.
Movement Speed: The water entity will move at a speed equal to the character's ME attribute number.
Damage: Varied based on type of attack.
Weight Limits: The water can carry a weight in pounds equal to the character's ME attribute number X10.
2. Water Slam: The body of water can slam an opponent for 4d6 damage if the opponent is within ten feet of the water entity. This type of attack uses two melee attacks/actions. A water slam has the potential to push an opponent away 2d4 feet, knocking them down, or pushing them under the water, in which case an opponent would have to attempt to get out of the water before drowning. If knocked out by the attacks and pulled under, there is a good chance the opponent will drown (depending on how lethal the attacks are in your game).
3. Water Bolts: The water can attack by firing a stream of water at an opponent. The impact is about twice as hard as a normal punch.
Range: 30 feet plus 10 feet per level
Damage: 2d4 +1 per level
Duration: Instant
Attacks: Counts as 1 melee attack/action.
Bonus: +1 to strike
4. Surfing: The character gets the Surfing skill automatically with this power, which he can use at other times even when not in conjunction with this power. The character can ride the water entity by making a successful surfing skill check. A successful surfing skill roll will allow the character balance on a board in the water to ride it.
Bonuses:
Sense of Balance: 50%, +3% per level
+2 to roll with punch, fall or impact
+30% base swimming ability or adds +5% to the swimming skill
+1 PS
+1 PP
+1 PE
+2d4 SDC
Re: NEW POWERS!
Posted: Fri Jul 31, 2015 11:12 pm
by taalismn
Stone Gargoyle wrote:Hydroplane (minor) by Stone Gargoylels
Coastguardsman: "Where's your lifejacket?"
"But OFFICER!"
Re: NEW POWERS!
Posted: Sat Aug 01, 2015 2:34 pm
by Stone Gargoyle
I'm still working out a power to create puddles in midair from rain. Oh, and one called the Electric Boogaloo, just because I like the title.
Re: NEW POWERS!
Posted: Sat Aug 01, 2015 4:50 pm
by Stone Gargoyle
Electric Boogaloo (Major) by Stone Gargoyle
The character with this power can generate electricity while dancing so as to attack opponents. This is done by converting the kinetic energy of his movements into electrical energy. The character automatically gets the Dance skill at 60%, plus 5% per level of experience.
1. Impervious to Electrical Attack: The character takes no damage from electricity or electrical attacks.
2. Electrical Field: By making a successful dance skill roll (using a single action), the character can generate electricity around himself for a 30 foot radius, plus 5 feet per level of experience, lasting 2d4 melee rounds, after which he must do another skill check to renew the power, and he must be actively dancing, though he can perform combat while doing so. The electricity will do a 2d6 points of damage, plus an additional +1d6 damage at levels 4, 8 and 12, per melee round to all within range.
3. Energy Expulsion: Electricity: While dancing, the character can shoot forth electricity which strikes for incredible damage.
Range: Can strike targets at a distance of 500 feet, plus 50 feet per level of experience.
Duration: Instant
Damage: 1d6 per level of experience, controllable in increments of 1d6.
Attacks: Uses one melee attack/action
Bonuses: +3 to strike, plus any ME bonus.
4. Powering Electronics: While dancing, the character can provide electrical energy to devices by holding their power cords or wires in his hand to feed them energy. By doing so, he can power anything electrical, from a toaster or a toothbrush to an MP3 player or a television, simply by feeding it a steady supply of electrical energy. This can also be used to allow the character to power electricity-based weapons and equipment.
Limitations: This ability cannot be used if the other abilities are active, as the other uses draw energy away from being able to power an electrical device. It can be used to power robotic armors and such only if the armor is lightweight enough and has enough flexibility as to allow the character to dance in it.
Power Produced: The power produced is just enough to power a small handheld electronic object at level one. The character can power a television, suit of robotic armor or jumpstart a car by the time he reaches level 4. By level 8, he can produce enough power to feed energy enough to power a house or ship. By level 12, he can produce enough energy to power a small town.
5. Dance Combat: The character also gets bonuses to fighting while dancing.
Fight Bonuses While Dancing:
+2 initiative
+2 to strike and parry, +4 to dodge
6. Other Abilities and Bonuses:
+2 PP
+10% to Acrobatics and Gymnastics skills if possessed
Note: Music does not have to be present for the character to dance in order to use this power, though he does get a +5% to the dance skill if music is present.
Re: NEW POWERS!
Posted: Sat Aug 01, 2015 6:22 pm
by abe
any ballroom dancing type powers that people have created?
Re: NEW POWERS!
Posted: Sat Aug 01, 2015 7:35 pm
by Stone Gargoyle
abe wrote:any ballroom dancing type powers that people have created?
Nope. Combat dance forms are not really the type you want to be holding a partner close for. It messes up the ability to kick.
Re: NEW POWERS!
Posted: Tue Aug 04, 2015 9:04 am
by NMI
Stone Gargoyle wrote:Electric Boogaloo (Major) by Stone Gargoyle
4. Powering Electronics: While dancing, the character can provide electrical energy to devices by holding their power cords or wires in his hand to feed them energy. By doing so, he can power anything electrical, from a toaster or a toothbrush to an MP3 player or a television, simply by feeding it a steady supply of electrical energy. This can also be used to allow the character to power electricity-based weapons and equipment.
Is there a limit to how long they can power a device?
Does the size and/or energy needs of the device being powered come into affect?
Can the dancer hold onto the power lines going into a house/building, power the entire structure?
Can they shoot their electrical blasts while charging or does the act of charging eliminate the use of certain aspects of their powers?
Re: NEW POWERS!
Posted: Tue Aug 04, 2015 9:24 am
by Stone Gargoyle
NMI wrote:Stone Gargoyle wrote:Electric Boogaloo (Major) by Stone Gargoyle
4. Powering Electronics: While dancing, the character can provide electrical energy to devices by holding their power cords or wires in his hand to feed them energy. By doing so, he can power anything electrical, from a toaster or a toothbrush to an MP3 player or a television, simply by feeding it a steady supply of electrical energy. This can also be used to allow the character to power electricity-based weapons and equipment.
Is there a limit to how long they can power a device?
Does the size and/or energy needs of the device being powered come into affect?
Can the dancer hold onto the power lines going into a house/building, power the entire structure?
Can they shoot their electrical blasts while charging or does the act of charging eliminate the use of certain aspects of their powers?
I need to set certain limits but was not sure of the electrical units necessary for powering different items. He could probably not power an entire house. I don't think they could use the electrical blasts and powering a house at the same time. I am open to suggestions on how to regulate it. As the electricity increases as the character's level goes up, I might increase the damage of the radius effect and say that the ability to power bigger items increases as the levels progress. Again, any feedback is welcome.
Re: NEW POWERS!
Posted: Tue Aug 04, 2015 3:19 pm
by Stone Gargoyle
Skyrim (Major) by Stone Gargoyle
The character can emit a negation field which prevents midair movement by flying people, animals, or particles within a range of 100 feet per level in all directions from the character. This takes no action to activate and is always on.
1. Weather Negation: Any rain, hail, snow or other falling substances due to weather are evaporated as they enter the character's range of influence. Also, any weather-based attacks are negated, such as water expulsion and water sprayed from a hose. This does not negate the effects of fog, however, nor lightning or other effects of weather.
2. Flight Negation: Any flying characters entering the character's range are forced from the sky, as they suddenly feel their ability to fly taken away from them. This also affects flying insects, birds and flying rodents. They will simply drop out of the sky, potentially taking damage from the fall or their own momentum if traveling at high speed when the ability is taken from them.
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Skyfire (minor) by Stone Gargoyle
The character can burn away fog, thus negating any penalties due to impeded vision, within a radius of 40 feet, plus 4 feet per level of experience. If the character capable of flight, this can be used to burn away clouds. Using this power uses a single melee attack/action. It does not prevent more fog from eventually replacing that burned away, but normally it will give the character at least 2d4 melee rounds of unimpeded vision per use. If the fog is being created other than by natural means, however, the character will not have as much time before having to use his power again.
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Skyhigh (minor) by Stone Gargoyle
As humans ascend higher into the atmosphere, air density declines. While air composition remains similar, the drop in air pressure, and in return, air volume, effectively makes the respiratory system work much harder in order to supply the same levels of oxygen to the blood stream. In cases where it is impossible to provide similar levels of oxygen to the body, a host of health complications arise, which can potentially result in death. The effective safe limit for breathable air is at 26,000 feet.
To compensate for this, the character can breathe normally at altitudes where the normal limit for breathable air is exceeded by extending the breathable altitude for himself by 1000 feet per level of experience. Her can extend this effect to one other person who is within 100 feet of himself at level one, plus an additional person at levels 4, 8 and 12.
Re: NEW POWERS!
Posted: Wed Aug 05, 2015 6:12 am
by NMI
Stone Gargoyle wrote:NMI wrote:Stone Gargoyle wrote:Electric Boogaloo (Major) by Stone Gargoyle
4. Powering Electronics: While dancing, the character can provide electrical energy to devices by holding their power cords or wires in his hand to feed them energy. By doing so, he can power anything electrical, from a toaster or a toothbrush to an MP3 player or a television, simply by feeding it a steady supply of electrical energy. This can also be used to allow the character to power electricity-based weapons and equipment.
Is there a limit to how long they can power a device?
Does the size and/or energy needs of the device being powered come into affect?
Can the dancer hold onto the power lines going into a house/building, power the entire structure?
Can they shoot their electrical blasts while charging or does the act of charging eliminate the use of certain aspects of their powers?
I need to set certain limits but was not sure of the electrical units necessary for powering different items. He could probably not power an entire house. I don't think they could use the electrical blasts and powering a house at the same time. I am open to suggestions on how to regulate it. As the electricity increases as the character's level goes up, I might increase the damage of the radius effect and say that the ability to power bigger items increases as the levels progress. Again, any feedback is welcome.
I would look at "Energy Absorption" [corebook] and Energy Weapon Extensions. It's not so much a mechanic that is needed in place, but the wording of the fluff that could be beneficial to setting up limitations.
Also, keep in mind, some players might want to try charging multiple items at once. Take a look at Machine Merge to see how it limits people.
Re: NEW POWERS!
Posted: Wed Aug 05, 2015 9:27 am
by Stone Gargoyle
NMI wrote:Stone Gargoyle wrote:NMI wrote:Stone Gargoyle wrote:Electric Boogaloo (Major) by Stone Gargoyle
4. Powering Electronics: While dancing, the character can provide electrical energy to devices by holding their power cords or wires in his hand to feed them energy. By doing so, he can power anything electrical, from a toaster or a toothbrush to an MP3 player or a television, simply by feeding it a steady supply of electrical energy. This can also be used to allow the character to power electricity-based weapons and equipment.
Is there a limit to how long they can power a device?
Does the size and/or energy needs of the device being powered come into affect?
Can the dancer hold onto the power lines going into a house/building, power the entire structure?
Can they shoot their electrical blasts while charging or does the act of charging eliminate the use of certain aspects of their powers?
I need to set certain limits but was not sure of the electrical units necessary for powering different items. He could probably not power an entire house. I don't think they could use the electrical blasts and powering a house at the same time. I am open to suggestions on how to regulate it. As the electricity increases as the character's level goes up, I might increase the damage of the radius effect and say that the ability to power bigger items increases as the levels progress. Again, any feedback is welcome.
I would look at "Energy Absorption" [corebook] and Energy Weapon Extensions. It's not so much a mechanic that is needed in place, but the wording of the fluff that could be beneficial to setting up limitations.
Also, keep in mind, some players might want to try charging multiple items at once. Take a look at Machine Merge to see how it limits people.
Sadly I don't have my books handy at the moment. I've been using other powers here in New Powers and in the Black Vault as examples.
Re: NEW POWERS!
Posted: Tue Aug 11, 2015 2:57 pm
by Stone Gargoyle
I have a couple of powers I am working on which I hope to get up here within the week. If not, it may be a few weeks before I get them up due to the local library where I get online being closed for a couple of weeks.
Re: NEW POWERS!
Posted: Wed Aug 12, 2015 6:18 pm
by Stone Gargoyle
Carnivorous Cloud (Major) by Stone Gargoyle
The character can generate an ectoplasmic cloud around himself to obscure vision which also can be used to attack when the character generates jaws out of the clouds.
1. Cloud Formation: The character can generate a cloud around himself at a radius of 30 feet, plus 5 feet per level of experience, by using a single melee attack/action. The clouds remain for 2d4 melee rounds unless the character disperses/dispels them. Anyone walking into the clouds will be -2 to all attacks/actions due to the poor visibility, and anyone firing into the clouds will be at -2 to strike anything within the clouds. By using another melee attack/action and another attack/action per melee round to maintain it, the character can thicken the clouds to become fog (increases penalty to attacks/actions to -4). The character himself is immune to the effects of the cloud and suffers no penalties for being at the center of the cloud. The cloud has an SDC of 300 and is impervious to physical attacks, though it does take double damage from fire and laser attacks. Once the SDC is depleted, the could will disappear also.
2. Ectoplasmic Jaws: The character can generate teeth floating in the cloud which move at a speed equal to the character's ME attribute per melee round. Generating each set of said teeth takes a single melee attack/action (and one attack/action per melee round to maintain) and the teeth can remain for as long as the cloud remains, up to duration of the cloud, before disappearing. The character can generate a single set of jaws at a time at level one, plus an additional set at levels 4, 8 and 12. The jaws will float in the ectoplasmic cloud inert unless the character orders them to attack. The teeth do 5d6 points of damage from a bite at level 1, plus an additional 1d6 damage at levels 4, 8 and 12. The jaws can be ordered to simultaneously attack a single target at the cost of one of the character's attacks/actions, or can be controlled separately as individual attacks, using one of the characters attacks/actions for each attack. Ectoplasmic jaws have an SDC of 20 each and take double damage from fire and laser attacks. The ectoplasmic jaws are pretty frightening, making those who see them have to save vs. a Horror Factor of 16.
3. Other Abilities and Bonuses: +1d4 ME
Re: NEW POWERS!
Posted: Thu Aug 13, 2015 3:40 pm
by Stone Gargoyle
Standing Rain (Major) by Stone Gargoyle
The character with this power can cause rain particles to stop in midair and act as stepping stones which he can climb as a ladder.
In a manner similar to hydrokinesis, the character is able to cause water to stop in midair or mid-ocean. This affects river and ocean water and rain as well as water expulsion attacks, which the character can block as a form of parry. This power stops water within range at the time the power is initiated, but it will not affect additional water that enters the area, allowing rain to fall in the midst of the stopped particles or for water to flow around or through stopped particles (So if the PC is on a large ocean liner that ended up with a hull breach, say from hitting an iceberg, assuming the size of the breach was under his limit, he could stop the water from rushing in. However, the rest of the "ocean" is still trying to flow in, so it instead flows around his "zone", possibly pushing against the weakened hull area around the breach). The character must use the power again to affect more water/rain, though this would release water already stopped.
Range: The power affects an area around the character for 40 cubic feet. Thus it stops water particles within 20 cubic feet of the character in all directions, plus 5 cubic feet per level of experience, though he can choose to target specific areas of water within range.
Duration: The power stops water particles instantly and will hold them in place for ten minutes, plus an additional minute per level of experience, or until the power is canceled by the character.
Attacks: Using the power to stop rain uses two melee attacks/actions and costs nothing to maintain once the rain is stopped. Deactivating the power takes one melee attack/action.
Bonuses: The power can be used to parry water attacks at +2 to do so. Such a parry will cause the oncoming attack to stop in midair for the duration of the power.
Limitations: The power cannot be used to redirect rain or water expulsion attacks, merely stop them. It cannot be used to stop the movement of people's bodies even though they are composed of mostly water; water for the purposes of this power refers to the pure liquid in the form of rain or lakes, rivers and oceans. It cannot be used to stop the motion of wine, for instance, nor any other liquid that is not pure water.
Effects: If used to stop all water in range, this essentially acts as a cloud of moisture. All those entering the cloud will be at -2 to all combat moves due to poor visibility. The character can cause water molecules under his feet to become still, thus negating any penalties from slippery surfaces also. This is not freezing, so water caused to stop in this manner will not be slick and will actually resemble hail. The character can deactivate or cancel the power at any time, and may even do so to specific areas of water rather than cancelling out the entire area.
SDC of Water Molecules: For the purposes of this power, each water molecule affected will have an SDC of 1, so striking a water molecule will destroy it if an opponent can actually move enough to get in a strike. Thus using an energy expulsion attack to destroy a bunch of them would open enough of an area for an opponent to attack, provided the character with this power did not stop more molecules to replace them.
PS of Water Molecules: The water molecules are held with a Supernatural strength equal to the character's ME attribute number. As a result, the character can climb the water molecules, walk on them, or use them to block attackers. It takes a character with Supernatural PS greater than that of the water particles to move them. As a result of being surrounded by water, opponents might find themselves unable to move part the midair water particles.
Re: NEW POWERS!
Posted: Thu Aug 13, 2015 5:30 pm
by Stone Gargoyle
I must be evil, because now I'm thinking of what kind of damage it would do for a character to make rain into blades.
Re: NEW POWERS!
Posted: Thu Aug 13, 2015 6:43 pm
by NMI
Stone Gargoyle wrote:Standing Rain (Major) by Stone Gargoyle
The character with this power can cause rain particles to stop in midair and act as stepping stones which he can climb as a ladder.
In a manner similar to hydrokinesis, the character is able to cause water to stop in midair. This affects rain as well as water expulsion attacks, which the character can block as a form of parry.
Range: The power affects all water particles within 40 feet of the character in all directions, plus 5 feet per level of experience, though he can choose to target specific areas of water within range.
Duration: The power stops water particles instantly and will hold them in place for ten minutes, plus an additional minute per level of experience, or until the power is canceled by the character.
Attacks: Using the power to stop rain uses two melee attacks/actions and costs nothing to maintain once the rain is stopped. Deactivating the power takes one melee attack/action.
Bonuses: The power can be used to parry water attacks at +2 to do so. Such a parry will cause the oncoming attack to stop in midair for the duration of the power.
Limitations: The power cannot be used to redirect rain or water expulsion attacks, merely stop them.
Effects: If used to stop all water in range, this essentially acts as a cloud of moisture. All those entering the cloud will be at -2 to all combat moves due to poor visibility. The character can cause water molecules under his feet to become still, thus negating any penalties from slippery surfaces also. This is not freezing, so water caused to stop in this manner will not be slick and will actually resemble hail. The character can deactivate or cancel the power at any time, and may even do so to specific areas of water rather than cancelling out the entire area.
PS of water molecules: The water molecules are held with a Supernatural strength equal to the character's ME attribute number. As a result, the character can climb the water molecules or use them to block attackers. It takes a character with Supernatural PS greater than that of the water particles to move them. As a result of being surrounded by water, opponents might find themselves unable to move part the midair water paticles.
What if there is a continued source of the water that is more than 40+5' away?
ie: 2nd level PC with this power, range of effect: 45' He is standing in the middle of a small river - say 30' wide which is well under the range that this PC can affect. PC is facing upstream. From where he is standing, out to 45', the water stops moving -- will the water flat out stop? will it try to flow around this "45' " bubble of force? What of the water coming upstream beyond the 45'?
Re: NEW POWERS!
Posted: Thu Aug 13, 2015 6:52 pm
by Stone Gargoyle
NMI wrote:What if there is a continued source of the water that is more than 40+5' away?
The power does not affect it. If it is raining, the character would only affect the rain falling at the time he used the power. Other rain could continue to fall which was not affected.
NMI wrote:ie: 2nd level PC with this power, range of effect: 45' He is standing in the middle of a small river - say 30' wide which is well under the range that this PC can affect. PC is facing upstream. From where he is standing, out to 45', the water stops moving -- will the water flat out stop? will it try to flow around this "45' " bubble of force? What of the water coming upstream beyond the 45'?
The remaining water would continue to flow around the affected area. Theoretically the character could walk on water, but he would have to continuously use his power on new areas of water while releasing his hold on old ones.
This is another power that needs more set limits. I did not think out all the particulars, but I'm sure I'll come up with ways to limit it.
Re: NEW POWERS!
Posted: Fri Aug 14, 2015 2:07 pm
by NMI
Stone Gargoyle wrote:NMI wrote:What if there is a continued source of the water that is more than 40+5' away?
The power does not affect it. If it is raining, the character would only affect the rain falling at the time he used the power. Other rain could continue to fall which was not affected.
NMI wrote:ie: 2nd level PC with this power, range of effect: 45' He is standing in the middle of a small river - say 30' wide which is well under the range that this PC can affect. PC is facing upstream. From where he is standing, out to 45', the water stops moving -- will the water flat out stop? will it try to flow around this "45' " bubble of force? What of the water coming upstream beyond the 45'?
The remaining water would continue to flow around the affected area. Theoretically the character could walk on water, but he would have to continuously use his power on new areas of water while releasing his hold on old ones.
This is another power that needs more set limits. I did not think out all the particulars, but I'm sure I'll come up with ways to limit it.
So if the PC is on a large ocean liner that ended up with a hull breach, say from hitting an iceberg, assuming the size of the breach was under his limit, he could stop the water from rushing in. However, the rest of the "ocean" is still trying to flow in, so it instead flows around his "zone", possibly pushing against the weakened hull area around the breach.
I like the power. It just, as you said, needs limits.
Re: NEW POWERS!
Posted: Fri Aug 14, 2015 2:15 pm
by Stone Gargoyle
NMI wrote:Stone Gargoyle wrote:NMI wrote:What if there is a continued source of the water that is more than 40+5' away?
The power does not affect it. If it is raining, the character would only affect the rain falling at the time he used the power. Other rain could continue to fall which was not affected.
NMI wrote:ie: 2nd level PC with this power, range of effect: 45' He is standing in the middle of a small river - say 30' wide which is well under the range that this PC can affect. PC is facing upstream. From where he is standing, out to 45', the water stops moving -- will the water flat out stop? will it try to flow around this "45' " bubble of force? What of the water coming upstream beyond the 45'?
The remaining water would continue to flow around the affected area. Theoretically the character could walk on water, but he would have to continuously use his power on new areas of water while releasing his hold on old ones.
This is another power that needs more set limits. I did not think out all the particulars, but I'm sure I'll come up with ways to limit it.
So if the PC is on a large ocean liner that ended up with a hull breach, say from hitting an iceberg, assuming the size of the breach was under his limit, he could stop the water from rushing in. However, the rest of the "ocean" is still trying to flow in, so it instead flows around his "zone", possibly pushing against the weakened hull area around the breach.
I like the power. It just, as you said, needs limits.
I added SDC for the water particles, thus allowing them to be destroyed if one takes time to blast them out of the way. SDC is only 1 per drop, so it would take a while, making the power more annoying than a game breaker.
Re: NEW POWERS!
Posted: Sat Aug 15, 2015 12:57 pm
by Stone Gargoyle
Acid Rain (minor) by Stone Gargoyle, based on sub-abilities of Iczer's Leech Acid power
The character has the ability to generate a cloud of acid.
1. Acid Cloud: The character can generate a corrosive cloud for 20 cubic feet, plus 2 cubic feet per level of experience, by using a single melee attack/action. The cloud afflicts all targets in range with 2d4 damage per round (lasts one minute per level unless dispersed by breeze) and chokes vision and breathing (-4 to all combat actions due to lower visibility and choking).
2. Immunities: The character is immune to the ravages of acid, and to a lesser effect to that of tear gas (half penalties +4 to saving throws).
3. Other Abilities and Bonuses: +1d4 PE
Re: NEW POWERS!
Posted: Sat Aug 15, 2015 1:50 pm
by Stone Gargoyle
Daggerfall (Major) by Stone Gargoyle
The character can generate a cloud of smoke which shoots daggers.
1. Obscuring Cloud: The character can use one melee attack/action to generate a cloud around himself. The cloud surrounds him for a radius of five feet, plus one foot per level. Opponents cannot see well through the cloud and are at -4 to all combat actions against the character while he is surrounded by the cloud. Those caught inside of the cloud also suffer this penalty, but also lose initiative, lose one attack and are reduced to half speed. The cloud remains around the character for one minute per level of experience.
2. Sensory Abilities of Cloud: The character can also use the cloud as a sensory net, allowing him to see in all directions at once. This gives him +4 to parry and dodge while he has the cloud around him. The cloud also blocks out harmful light, making the character immune to being blinded.
3. Matter Expulsion: Blades: Basically the same as my minor superability.
The hero shoots daggers out of the cloud
Range: 100 feet, plus 10 feet per level, Line of Sight
Damage: 3d6, +1d6 per level per blade
Duration: Instant; dissolves on impact
Attacks: Uses one attack/action
Rate of Fire: 1-3 per shot, can fire simultaneously all at one target or spit the shot between three targets
Bonuses: +3 aimed,+1 wild when shooting at a single target; no bonuses when shooting three targets simultaneously.
Penetration: Strikes armor as if it were 2 AR less, -1 AR at levels 4, 8 and 12.
4. Other Abilities and Bonuses:
Resistant to gases and toxins (half damage)
+2 PP
Re: NEW POWERS!
Posted: Sat Aug 15, 2015 3:28 pm
by Stone Gargoyle
Piercing Rain (minor) by Stone Gargoyle
The character with this power is able to transmute raindrops entering his power's area of effect into sharp needles which pierce flesh of all those present.
Range: Affects raindrops within a radius of 40 feet from the character, plus 5 feet per level of experience.
Duration: Instant. The needle sharp blades disappear once hitting a target or the ground. The transmutation continues for 2d4 melee rounds or until it stops raining, whichever comes first.
Attacks: The character uses two melee attacks/actions to create the transmutation field or cancel it.
Damage: Needle sharp rain his everything in the area of effect for 2d6 points of damage per melee round.
Penetration: The rain will go straight through any armor less than an AR of 14 (less than 16 for targets with Natural AR).
Immunity: The character with this power can choose to allow it to ignore certain people, including himself, by expending an additional attack when activating the transmutation field to create a safety area within the eye of the storm. Said area will be a radius of 5 feet from the character.
Re: NEW POWERS!
Posted: Sat Aug 15, 2015 5:56 pm
by Stone Gargoyle
Purple Rain (minor) by Stone Gargoyle
By expending an action, the character can transmute rain into paint as it falls into his power's area of influence. As paint falls on those within a radius of 30 feet of the character, plus five feet per level of experience, they are marked with color (-20% to prowl and camouflage skills of those trying to go unnoticed). The paint may be any color desired (decided upon when the character is generated) and is toxic. A single splash will do 1d6 damage to the eyes if someone is looking upwards without eye protection, and will act as a low grade poison (Save at 12 or better, PE bonus applies) if swallowed, causing the opponent to take 1d6 damage per round to hit points (can save against it each melee until it dissolves, even after the transmutation of the rain has ended). If hit in the eyes, the opponent is blinded, suffering penalties for such until it is washed out: loses initiative, two attacks and is -10 to all combat moves. The rain continues to be transmuted for 2d4 melee rounds, after which it returns to being normal rain.
Re: NEW POWERS!
Posted: Sat Aug 15, 2015 6:25 pm
by Stone Gargoyle
That's pretty much all I had for now. I won't be on much over the next couple of weeks, so I won't be posting any new powers during that time. Hopefully I'll have more to post when I get back.
Re: NEW POWERS!
Posted: Fri Aug 21, 2015 9:35 am
by Stone Gargoyle
I have a couple ideas I want to flesh out that I will get posted as soon as I can. Skyquake is one of them. It is a power which would allow the character to create a small area of solid land in the midst of a layer of clouds which is unstable and shifting. I have this image in my head of characters squaring off for battle on this unstable plateau.
Re: NEW POWERS!
Posted: Tue Aug 25, 2015 7:05 pm
by taalismn
Stone Gargoyle wrote:I have a couple ideas I want to flesh out that I will get posted as soon as I can. Skyquake is one of them. It is a power which would allow the character to create a small area of solid land in the midst of a layer of clouds which is unstable and shifting. I have this image in my head of characters squaring off for battle on this unstable plateau.
Good selection there. I'll see what I can do to add a few more to the list. Got a few ideas orbiting, gathering energy.
Re: NEW POWERS!
Posted: Wed Aug 26, 2015 9:26 am
by Stone Gargoyle
taalismn wrote:Stone Gargoyle wrote:I have a couple ideas I want to flesh out that I will get posted as soon as I can. Skyquake is one of them. It is a power which would allow the character to create a small area of solid land in the midst of a layer of clouds which is unstable and shifting. I have this image in my head of characters squaring off for battle on this unstable plateau.
Good selection there. I'll see what I can do to add a few more to the list. Got a few ideas orbiting, gathering energy.
Thanks. I've been trying to get this thread moving again, but that's kind of hard when I'm the only one posting and my online time right now is severely limited.
Re: NEW POWERS!
Posted: Wed Aug 26, 2015 11:09 am
by abtex
School starting again, may help.
Thanks for posting your powers.
Re: NEW POWERS!
Posted: Tue Sep 01, 2015 3:10 pm
by Stone Gargoyle
Skyquake (Major) by Stone Gargoyle
1. Cloud Transmutation: The character can cause clouds in the atmosphere to solidify into dirt and rock which is unstable and constantly shifting and moving. This can be used to create a battle area for the character to fight someone he carries to that elevation or throws out of a plane.
Altitude: Clouds affected must be at an altitude of higher than 6,500 feet
Range: The character can affect clouds up to 200 feet away from himself, plus 20 feet per level. The area of clouds affected/transmuted 20 square feet.
Duration: Concentration. The character uses two melee attacks/actions to transmute the cloud and another melee attack/action per melee round to maintain it. The character can keep a cloud transmuted for a total of ten minutes X his ME attribute number.
Damage: Anyone in this area will take 4d6 damage per melee round, and must make a balance check or be knocked down (and take 2D6, lose one action, and lose initiative). Characters may roll with the damage (14+ required) or may dodge by leaping free (16 or better required. 14 or better if the character has any leaping or flying power). Those falling off of the cloud who don't have a flying power, device or parachute will take more damage from the fall. Rocks falling away from the cloud/out of range revert to cloud form and do not do any damage by falling on people on the ground. Removing the effect altogether will also cause those standing on the cloud to fall.
2. Flight: The character possesses his choice of a flight minor superability.
Re: NEW POWERS!
Posted: Tue Sep 01, 2015 7:50 pm
by taalismn
Stone Gargoyle wrote:Skyquake (Major) by Stone Gargoyle
1. Cloud Transmutation: The character can cause clouds in the atmosphere to solidify into dirt and rock which is unstable and constantly shifting and moving. This can be used to create a battle area for the character to fight someone he carries to that elevation or throws out of a plane..
"DEATH MATCH AT 5,000 FT! BROADCAST -LIVE- FROM THE BATTLEGROUND ABOVE CENTRAL PARK!!!!!"
Re: NEW POWERS!
Posted: Wed Sep 02, 2015 9:49 am
by Stone Gargoyle
taalismn wrote:Stone Gargoyle wrote:Skyquake (Major) by Stone Gargoyle
1. Cloud Transmutation: The character can cause clouds in the atmosphere to solidify into dirt and rock which is unstable and constantly shifting and moving. This can be used to create a battle area for the character to fight someone he carries to that elevation or throws out of a plane..
"DEATH MATCH AT 5,000 FT! BROADCAST -LIVE- FROM THE BATTLEGROUND ABOVE CENTRAL PARK!!!!!"
Actually, the altitude of said power is 6,500 feet and higher. But, yeah, you get the idea.
Re: NEW POWERS!
Posted: Thu Sep 03, 2015 3:33 pm
by Stone Gargoyle
This poiwer was way too powerful when I initially wrote it. Here is my attempt at toning the power down.
Jaws of Fenrir - Revised (Major) by Stone Gargoyle
The superbeing is able to simulate an eclipse, blocking solar energy and creating the illusion that the sun is being eaten.
1. Blocking Out the Sun: The superbeing can appear to initiate an eclipse, but actually only blocks the light from the sun within a limited range.
Those within range of the character's power suffer the following effects: If looking directly at the sun when the "eclipse" occurs, victims will take 1d4 points of damage to Hit Points and be permanently blinded (loss of initiative, reduced to half attacks, -10 to all combat moves). The onset of the eclipse takes one full minute, during which time there is still enough natural light to see. If looking in the direction of the sun but not directly at it, it will appear to onlookers as if the sun is being swallowed by an enormous wolf, though onlookers may save vs. illusion to disbelieve it (14 or better, +1 at levels 4, 8 and 12, ME bonus applies). If failing their save, the onlookers must then save vs. Horror Factor (16 or better, ME bonus applies) or react in terror.
Range: One mile per level of experience
Duration: The eclipse will last the superbeing's ME number in minutes. The onset of the eclipse is one minute during which the illusion part takes place, with the rest of the duration suffering darkness.
Penalties: The unnatural darkness causes blindness (-8 to all combat moves, loss of initiative and reduced to half attacks). Note that artificial light will still work and offset penalties for blindness due to the darkness.
Attacks: Initiating this power uses 2 melee attacks/actions to initiate and one attack/action per melee round to maintain.
Note: The superbeing will be unaffected by the effects of this power, able to see normally during the "eclipse".
2. Deity Negation: All godlike beings (Immortals of the Godling, Avatar, Demigod and Fallen Demigod and Godling subcategories) lose their attribute bonuses, superabilities and other bonuses if in the effective radius of this power for the duration of the "eclipse", during which time they are no longer immortal and can be killed as easily as any human.
4. Other Abilities and Bonuses:
+1d4 ME
+4 to save vs. Horror Factor
Re: NEW POWERS!
Posted: Thu Oct 29, 2015 11:41 am
by NMI
Stone Gargoyle wrote:This poiwer was way too powerful when I initially wrote it. Here is my attempt at toning the power down.
Jaws of Fenrir - Revised (Major) by Stone Gargoyle
The superbeing is able to simulate an eclipse, blocking solar energy and creating the illusion that the sun is being eaten.
1. Blocking Out the Sun: The superbeing can appear to initiate an eclipse, but actually only blocks the light from the sun within a limited range.
Those within range of the character's power suffer the following effects: If looking directly at the sun when the "eclipse" occurs, victims will take 1d4 points of damage to Hit Points and be permanently blinded (loss of initiative, reduced to half attacks, -10 to all combat moves). The onset of the eclipse takes one full minute, during which time there is still enough natural light to see. If looking in the direction of the sun but not directly at it, it will appear to onlookers as if the sun is being swallowed by an enormous wolf, though onlookers may save vs. illusion to disbelieve it (14 or better, +1 at levels 4, 8 and 12, ME bonus applies). If failing their save, the onlookers must then save vs. Horror Factor (16 or better, ME bonus applies) or react in terror.
Range: One mile per level of experience
Duration: The eclipse will last the superbeing's ME number in minutes. The onset of the eclipse is one minute during which the illusion part takes place, with the rest of the duration suffering darkness.
Penalties: The unnatural darkness causes blindness (-8 to all combat moves, loss of initiative and reduced to half attacks). Note that artificial light will still work and offset penalties for blindness due to the darkness.
Attacks: Initiating this power uses 2 melee attacks/actions to initiate and one attack/action per melee round to maintain.
Note: The superbeing will be unaffected by the effects of this power, able to see normally during the "eclipse".
2. Deity Negation: All godlike beings (Immortals of the Godling, Avatar, Demigod and Fallen Demigod and Godling subcategories) lose their attribute bonuses, superabilities and other bonuses if in the effective radius of this power for the duration of the "eclipse", during which time they are no longer immortal and can be killed as easily as any human.
4. Other Abilities and Bonuses:
+1d4 ME
+4 to save vs. Horror Factor
I think #2 is way to powerful for this. At best, the way "I" would tone it down is to say that it only affects those beings that are connected to or have some sort of affinity to the sun.
Re: NEW POWERS!
Posted: Thu Oct 29, 2015 2:43 pm
by Stone Gargoyle
NMI wrote:Stone Gargoyle wrote:This poiwer was way too powerful when I initially wrote it. Here is my attempt at toning the power down.
Jaws of Fenrir - Revised (Major) by Stone Gargoyle
The superbeing is able to simulate an eclipse, blocking solar energy and creating the illusion that the sun is being eaten.
1. Blocking Out the Sun: The superbeing can appear to initiate an eclipse, but actually only blocks the light from the sun within a limited range.
Those within range of the character's power suffer the following effects: If looking directly at the sun when the "eclipse" occurs, victims will take 1d4 points of damage to Hit Points and be permanently blinded (loss of initiative, reduced to half attacks, -10 to all combat moves). The onset of the eclipse takes one full minute, during which time there is still enough natural light to see. If looking in the direction of the sun but not directly at it, it will appear to onlookers as if the sun is being swallowed by an enormous wolf, though onlookers may save vs. illusion to disbelieve it (14 or better, +1 at levels 4, 8 and 12, ME bonus applies). If failing their save, the onlookers must then save vs. Horror Factor (16 or better, ME bonus applies) or react in terror.
Range: One mile per level of experience
Duration: The eclipse will last the superbeing's ME number in minutes. The onset of the eclipse is one minute during which the illusion part takes place, with the rest of the duration suffering darkness.
Penalties: The unnatural darkness causes blindness (-8 to all combat moves, loss of initiative and reduced to half attacks). Note that artificial light will still work and offset penalties for blindness due to the darkness.
Attacks: Initiating this power uses 2 melee attacks/actions to initiate and one attack/action per melee round to maintain.
Note: The superbeing will be unaffected by the effects of this power, able to see normally during the "eclipse".
2. Deity Negation: All godlike beings (Immortals of the Godling, Avatar, Demigod and Fallen Demigod and Godling subcategories) lose their attribute bonuses, superabilities and other bonuses if in the effective radius of this power for the duration of the "eclipse", during which time they are no longer immortal and can be killed as easily as any human.
4. Other Abilities and Bonuses:
+1d4 ME
+4 to save vs. Horror Factor
I think #2 is way to powerful for this. At best, the way "I" would tone it down is to say that it only affects those beings that are connected to or have some sort of affinity to the sun.
Noted. Thanks for the feedback. I will have to look at this power again.
Re: NEW POWERS!
Posted: Thu Oct 29, 2015 7:32 pm
by taalismn
"Holy Matrix, Helios! He's found your weakness!"
Re: NEW POWERS!
Posted: Wed Nov 11, 2015 4:19 pm
by fbdaury
Cybernetics Merge (Minor Power) Note: For the sake of not retyping it over and over, this power functions with bionics or cybernetic systems.
"Where'd she go? She just came around this corner and there's no where for her to hide..."
"I thought she could walk through walls and stuff..."
"Well, she used to be able to do that, but she got hurt and they pimped her out with a bunch of bionics- that always messes with powers like that."
"Yeah, well, maybe nobody told her that."
This power is an example of superhuman evolution in action- in a world where those with superhuman powers might find themselves needing to get a limb or partial (or even full) body replacement with cybernetics due to massive damage sustained or for other reasons. A minor form of Machine Merge, this ability quite simply allows the character to bond to any cybernetic limbs/implants on a direct mind to cybernetics and genetic level, so that the cybernetics have no negative effect on the character's other powers, and even providing some bonuses. Because the cybernetics are merged at the genetic level, they are fully affected by the character's powers as if they were a natural part of the body, transforming with APS powers, going intangible or invisible with the character, etc.
This power cost one minor power slot if the character is only possessed of minor implants/single limb right up to partial cyborg conversion, while a full cyborg conversion would require the character spend two minor power slots to have this ability- in cases where a character is transformed after the game has already begun, the GM might allow the character to discard one or two currently possessed minor powers to provide the slots needed for this power.
Bonuses due to Merger with Cybernetics:
Partial Conversion or less provides the character with +1 Attack per melee round, +2 Initiative, +1 Strike and Parry, and Autododge power (no bonuses other than that provided by PP) due to the smooth integration between their enhanced cybernetic physiology and their brain/nervous system.
Full Conversion provides the character with +2 Attacks per melee round and +1 Initiative, +2 Strike, Parry and Dodge, for the same reasons but with no Autododge and lower Initiative bonus due to the emphasis on muscle and power over speed in these cybernetics-heavier models.
Re: NEW POWERS!
Posted: Mon Nov 16, 2015 8:21 pm
by taalismn
Matter Expulsion: Frisbee(Major)
“When you told those hellhounds to ‘Fetch!’ I wasn’t expecting it to actually WORK.”
The superbeing is the Ultimate Frisbee player, readily equiped for work or play. They can create aerodynamic plastic throwing discs at will and throw them with great accuracy.
1) Generate and Project Frisbees---The character can create what look like plastic discs, generally 4-12 inches in diameter, and each having 12 SDC. The character can create 3 frisbees per action per melee, +1 an additional frisbee per level of experience. These can be thrown singly, or in bursts up to the maximum number produced each melee.
Range: 250 ft, +30 ft per level of experience(increase by 30% if using Augmented Strength, by 50% for Robotic/Superhuman Strength, and x3 if Supernatural(x4 if P.S. is 31 or more)).
Note: The current world record open field distance for a frisbee throw is 250 meters.
Damage: 1d4 SDC each
2) Create Frisbees o’ Doom----At level 3, the superbeing can create razor-edged frisbees that do 2d4 damage.
At level 6, the superbeing can create heavy frisbees with more heft(and 24 SDC each) and hitting power, doing 2d6 damage each.
At level 9, the superbeing can create ripsaw frisbees, that do 4d6 damage.
At level 11, the superbeing can create exploding frisbees that do 6d6 damage to a 5 ft radius.
3) Frisbee Shield---The superbeing can create a large frisbee to act as a handheld shield, akin to a buckler or a plastic garbage can lid. The larger frisbee has 75 SDC and an AR of 13. +1 to parry.
4) Frisbee Armor----The superbeing can create multiple frisbees and stick them to their skin, forming a loose set of plastic scale mail body armor. 80 SDC, +10 per level of experience, and A.R. 13.
5)Frisbee Drone----This creates a remote control frisbee drone that can fly and glide on its own. It attacks like a regular projectile frisbee.
Range: Limited only by its duration and speed. 60 ft is the range for indefinite existence, and line of sight for best control. The Frisbee Drone has a Speed of 30 and can fly straight on, if so ordered, for its lifespan until it dissipates into thin air.
Damage: Same as for a Frisbee o’ Doom(with the same experience upgrades), plus has 3 attacks per melee, so it can repeatedly strike a target.
Duration: Can exist indefinitely as long as it is within 60 ft of the superbeing. Beyond that, it lasts 10 minutes per level of experience before fading into nothing.
Bonuses: +2 to strike, +1 to dodge.
The Frisbee drone can also be made to brightly glow, illuminating a 60 ft radius with streetlight-bright intensity.
Note: Only ONE Frisbee Drone can be created per 24 hour period.
6) W.P. Frisbee---The superbeing automatically gets W.P. Targeting, with an extra +1 to strike at first level, but ONLY with throwing discs.
7) Other Bonuses
+1 P.P.
+1 to safely catch disc-shaped projectiles(acts as a parry), at levels 1,3, 6, 9, and 12.
-Frisbee Tricks---The ability to pull stunts like boomeranging frisbees, hovering frisbees in a wind, juggling them, rolling them across one’s shoulders, catching them behind ones back and throwing them in one move, etc.. Base Skill: 50%+5% per level of experience
Re: NEW POWERS!
Posted: Mon Nov 16, 2015 10:17 pm
by fbdaury
Whipping Boy (Major Power)
"That the best you got?" <Flexes muscles and cracks neck and knuckles> "My turn now..."
This power, quite simply, allows the possessor to convert the pain of the blows that they've taken into personal strength and increased personal durability. However, as they become more durable, it becomes harder and harder for them to reach the upper limits of their power.
1. Convert Pain into Strength
For every 3 S.D.C. or hit points of damage that the character takes, they add +1 to their P.S. attribute. Once they have added +10 to P.S., their strength becomes Extraordinary (if they do not already possess other enhanced strength abilities), once they have added +25 to P.S., their strength becomes Superhuman, and when they have added +40 or more to P.S., their strength becomes Supernatural in nature!
2. Convert Pain into Durability
Although this power does not increase the character's S.D.C. or hit points other than the one-time bonuses granted below), it does give them the ability to take reduced damage from attacks as their level of strength increases. Once they reach the Extraordinary level of strength, they take 25% less damage from ALL attacks. When their strength goes up to Superhuman level, they then take 50% less damage from all attacks. And finally, when (or even if) their strength reaches the Supernatural level, their resistance to harm is increased to 75%, meaning that they take only 1/4 the normal damage of any attack leveled at them!
Penalties: Until they reach Extraordinary level of strength, these characters are just as vulnerable to harm as anyone else. Also, the maximum bonus that can be added to their P.S. attribute is equal to their P.E. attribute score x2.
Other Bonuses: +4 to all saving throws vs. Pain, +1D4 to P.E., and +1d6x10 S.D.C.
Re: NEW POWERS!
Posted: Mon Nov 16, 2015 11:43 pm
by taalismn
Deleted for theme content
Re: NEW POWERS!
Posted: Mon Nov 16, 2015 11:55 pm
by taalismn
fbdaury wrote:Whipping Boy (Major Power)
"That the best you got?" <Flexes muscles and cracks neck and knuckles> "My turn now..."
This power, quite simply, allows the possessor to convert the pain of the blows that they've taken into personal strength and increased personal durability. However, as they become more durable, it becomes harder and harder for them to reach the upper limits of their power.
1. Convert Pain into Strength
For every 3 S.D.C. or hit points of damage that the character takes, they add +1 to their P.S. attribute. Once they have added +10 to P.S., their strength becomes Extraordinary (if they do not already possess other enhanced strength abilities), once they have added +25 to P.S., their strength becomes Superhuman, and when they have added +40 or more to P.S., their strength becomes Supernatural in nature!
2. Convert Pain into Durability
Although this power does not increase the character's S.D.C. or hit points other than the one-time bonuses granted below), it does give them the ability to take reduced damage from attacks as their level of strength increases. Once they reach the Extraordinary level of strength, they take 25% less damage from ALL attacks. When their strength goes up to Superhuman level, they then take 50% less damage from all attacks. And finally, when (or even if) their strength reaches the Supernatural level, their resistance to harm is increased to 75%, meaning that they take only 1/4 the normal damage of any attack leveled at them!
Ouch. I take it that after you reach Extraordinary Strength, the extra damage you have to take to graduate higher and higher up the scale is adversely affected by the damage reduction(so the +40 PS points to reach Supernatural really equals 240 SDC/HP of actual damage(50% of 240=120/3=40)?
Tough call if you got other defensive powers you can turn off/on.
"Well, I can let this guy blast at me with those rockets and if I survive, I can get a power-up all at once, or I can raise my forcefield rather than risk bleeding to death if he gets in a lucky shot or three."
Re: NEW POWERS!
Posted: Tue Nov 17, 2015 12:53 am
by fbdaury
taalismn wrote:fbdaury wrote:Whipping Boy (Major Power)
"That the best you got?" <Flexes muscles and cracks neck and knuckles> "My turn now..."
This power, quite simply, allows the possessor to convert the pain of the blows that they've taken into personal strength and increased personal durability. However, as they become more durable, it becomes harder and harder for them to reach the upper limits of their power.
1. Convert Pain into Strength
For every 3 S.D.C. or hit points of damage that the character takes, they add +1 to their P.S. attribute. Once they have added +10 to P.S., their strength becomes Extraordinary (if they do not already possess other enhanced strength abilities), once they have added +25 to P.S., their strength becomes Superhuman, and when they have added +40 or more to P.S., their strength becomes Supernatural in nature!
2. Convert Pain into Durability
Although this power does not increase the character's S.D.C. or hit points other than the one-time bonuses granted below), it does give them the ability to take reduced damage from attacks as their level of strength increases. Once they reach the Extraordinary level of strength, they take 25% less damage from ALL attacks. When their strength goes up to Superhuman level, they then take 50% less damage from all attacks. And finally, when (or even if) their strength reaches the Supernatural level, their resistance to harm is increased to 75%, meaning that they take only 1/4 the normal damage of any attack leveled at them!
Ouch. I take it that after you reach Extraordinary Strength, the extra damage you have to take to graduate higher and higher up the scale is adversely affected by the damage reduction(so the +40 PS points to reach Supernatural really equals 240 SDC/HP of actual damage(50% of 240=120/3=40)?
Pretty much- that's why it mentions that as the character gets boosted up it becomes
harder and harder to reach the top of their power scale, as follows:
Let's see- 30 points for the first +10 P.S., then 60 points x0.75 = 45/3 = +15 P.S., then 90 points x0.50 = 45/3 = +15, for a total of +40 P.S., requiring a whopping total of 180 S.D.C./hit points to reach Supernatural P.S.!
I would guess someone with this power would start out small- punching or banging their head against a wall to power up at a controlled rate, since the all at once approach, while more likely to allow them to max out could also kill them if they're not lucky... But then, if you DID have the extra S.D.C. or a healing power, taking 120 damage all at once fires you right up to Supernatural strength as the durability aspect would not kick in until AFTER the strength boost.
taalismn wrote:Tough call if you got other defensive powers you can turn off/on.
"Well, I can let this guy blast at me with those rockets and if I survive, I can get a power-up all at once, or I can raise my forcefield rather than risk bleeding to death if he gets in a lucky shot or three."
Re: NEW POWERS!
Posted: Tue Nov 17, 2015 1:00 am
by fbdaury
taalismn wrote:Emasculation(Minor)
Righteous Female Indignation(Minor)
Gender Immunity(Minor)
I'm not touching those with a 200ft. restraining order...
Ok, Maybe (maybe) I might let a female character have Righteous Female Indignation, with some minor tweaking to make it a little less anime-esque.
Re: NEW POWERS!
Posted: Tue Nov 17, 2015 4:00 pm
by The Oh So Amazing Nate
taalismn wrote:Emasculation(Minor)
Righteous Female Indignation(Minor)
Gender Immunity(Minor)
In this enlightened age of equality (you'll need a mop for all the sarcasm dripping here) I respectfully request that you submit equally discriminatory powers for the male gender.
POWER NAME.. I don't care if she bench press a battleship. She's making me a sandwich or I'm going to put her over my knee.
Re: NEW POWERS!
Posted: Tue Nov 17, 2015 4:23 pm
by Stone Gargoyle
taalismn wrote:Matter Expulsion: Frisbee(Major)
“When you told those hellhounds to ‘Fetch!’ I wasn’t expecting it to actually WORK.”
The superbeing is the Ultimate Frisbee player, readily equiped for work or play. They can create aerodynamic plastic throwing discs at will and throw them with great accuracy.
1) Generate and Project Frisbees---The character can create what look like plastic discs, generally 4-12 inches in diameter, and each having 12 SDC. The character can create 3 frisbees per action per melee, +1 an additional frisbee per level of experience. These can be thrown singly, or in bursts up to the maximum number produced each melee.
Range: 250 ft, +30 ft per level of experience(increase by 30% if using Augmented Strength, by 50% for Robotic/Superhuman Strength, and x3 if Supernatural(x4 if P.S. is 31 or more)).
Note: The current world record open field distance for a frisbee throw is 250 meters.
Damage: 1d4 SDC each
2) Create Frisbees o’ Doom----At level 3, the superbeing can create razor-edged frisbees that do 2d4 damage.
At level 6, the superbeing can create heavy frisbees with more heft(and 24 SDC each) and hitting power, doing 2d6 damage each.
At level 9, the superbeing can create ripsaw frisbees, that do 4d6 damage.
At level 11, the superbeing can create exploding frisbees that do 6d6 damage to a 5 ft radius.
3) Frisbee Shield---The superbeing can create a large frisbee to act as a handheld shield, akin to a buckler or a plastic garbage can lid. The larger frisbee has 75 SDC and an AR of 13. +1 to parry.
4) Frisbee Armor----The superbeing can create multiple frisbees and stick them to their skin, forming a loose set of plastic scale mail body armor. 80 SDC, +10 per level of experience, and A.R. 13.
5)Frisbee Drone----This creates a remote control frisbee drone that can fly and glide on its own. It attacks like a regular projectile frisbee.
Range: The Frisbee Drone has a Speed of 30
Damage: Same as for a Frisbee o’ Doom(with the same experience upgrades), plus has 3 attacks per melee, so it can repeatedly strike a target.
Duration: Can exist indefinitely as long as it is within 60 ft of the superbeing. Beyond that, it lasts 10 minutes per level of experience before fading into nothing.
Bonuses: +2 to strike, +1 to dodge.
The Frisbee drone can also be made to brightly glow, illuminating a 60 ft radius with streetlight-bright intensity.
Note: Only ONE Frisbee Drone can be created per 24 hour period.
6) W.P. Frisbee---The superbeing automatically gets W.P. Targeting, with an extra +1 to strike at first level, but ONLY with throwing discs.
7) Other Bonuses
+1 P.P.
+1 to safely catch disc-shaped projectiles(acts as a parry), at levels 1,3, 6, 9, and 12.
-Frisbee Tricks---The ability to pull stunts like boomeranging frisbees, hovering frisbees in a wind, juggling them, rolling them across one’s shoulders, catching them behind ones back and throwing them in one move, etc.. Base Skill: 50%+5% per level of experience
Under range for the frisbee drone, you list a flying speed. That is not a range.
Re: NEW POWERS!
Posted: Tue Nov 17, 2015 4:30 pm
by Stone Gargoyle
taalismn wrote:Emasculation(Minor)
Righteous Female Indignation(Minor)
Gender Immunity(Minor)
These are a bit adult for this PG rated forum, don't you think?
Re: NEW POWERS!
Posted: Tue Nov 17, 2015 6:45 pm
by taalismn
Stone Gargoyle wrote:[These are a bit adult for this PG rated forum, don't you think?
I'd argue 'but aren't we adults?" but I've decided to delete the original posts rather than tuff it out.
For the record, I wasn't going to have any male-exclusive powers, simply because arguably the boys have too many self-granted advantages already.
I'll stick to Frisbees and suggestive skills.
ZiiiiipppppppppppppppppppppYAAARRRGGGHHH!!!!....damn it, put the 'Power Disrobe' power to rest, Unraveler!!! We don't need Flashman to be literal THAT way!!!!