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AnotherSKip
09-07-2008, 01:15 PM
--------------Expanded power descriptions------------There is a simple governing declaration for the description of the powers listed below: All Powers Are Wildcard Powers. This means that even though the character may roll up what appears to be a simply defensive (or offensive/sensory/ movement for that matter) power the player is not so limited that the power with a little bit of imagination and some permission cannot be used for a wider variety of things than originally stated. In addition some characters may benefit from having more power but slightly offset of having other, minor weaknesses. These are not intended to “balance” a character but instead are driven by inspiration of following a character concept

Second Simple Statement: There are four “elemental” categories of a power classification definition: Attack, Defense, Movement and Senses. A superhero with all four is a well rounded superhero, possibly too well rounded. But any of the four can have superpowers directly or indirectly related to them. Most superpowers have 1-3 of these categories directly related to their concept. For a truly imaginative player, all four can easily be derived from the simplest of powers by the application of a little imagination and permission from the GM. Admittedly this decision is a double edged sword, while any character can get out of hand easily, the relative power levels can be adjusted and the players who roll poorly through no fault of their own aren’t penalized for having poor rolls.

Third Simple Statement: No one can think of it all. The understanding we have of science and magic just can’t be done justice to in less than a series of encyclopedias, thus while a few of the more interesting concepts and more comic book style concepts can be covered, trying to consider every possible combination of powers, trainings and inventive ideas for every possible character is frankly impossible. Which is again an argument for every power to be a wildcard power, a focused character could expand his powers dramatically while still adhering to his original powers scheme/concept but a new character could start out in an entirely different direction. There are really two Schemes in the power descriptions: the first is A=Attack B=Defense C=Movement and D= Senses, this gives a character a variety of ideas without relegating them to the scope determined by the dice. The other pattern is each option is independent A-D are merely options without following the ADMS pattern in some cases this is logical because the utility of the power is so ingrained in multiple situations that pulling out the separate categories is not feasible nor logical, in which case only one option should be taken most of the time unless the Gm has specific campaign dependant reasons for changing this. In the ADMS case up to 2d3 options should be selected or created then the Power cost for any attacks should be set equal to advantages+ modifiers –disadvantages.
------“Edit in However if the rules stated that when Unconscious, the Pet/Animated Servant/Robot Car/etc. may still act freely, including attempts to awaken his or her "master", adding +15% to any wake-up roll,------
Below is grouped the differing types of attack and defense options available, these are not yet included in the power descriptions but I hope they will be one day.

Attacks: Defenses:
Altering - Absorptions
Energies- Avoidances
Forces - Deflections
Rays - Distractions
Strikes - Resistances
Waves - Walls & Shields

AnotherSKip
09-07-2008, 01:17 PM
Power Descriptions

Absorption: this is generally the ability to collect new or different powers, characteristics, abilities etc… from the immediate surroundings, friends or opponents. In addition this power can be used to deny opponents access to certain special abilities as well as weaken environmental effects. The use of the Absorption power may mimic the desired ability, remove the desired characteristics or trade one set of abilities for another. In addition the absorbed results are not permanent generally speaking but may be permanent for low level results, representing a limitation or for really dramatic results. In addition the character usually has limits on how much may be absorbed, with the character either losing all gained abilities once the limit is reached or gradually losing powers as new ones are gained.
A: Offensively Absorption is considered fairly indirect as many sorts of absorption powers take incoming energies and either reflects them (retuning the energy as the same type but at a different target) or transmutes them (turning one type of energy to another) generally this is described as absorbing the energies to build up a pool of energy then releasing the accumulated energies. Other offensive uses include gaining powers from allies, opponents or the environment while in some cases removing defenses from the targets is another way to increase the offensive capacity of Absorption. A character who removes a character ability to target his surroundings
B: Defensively there are a wide variety of defensive uses to Absorption, after all if you remove a Light Control from one character you have gained the Light defensive ability and have removed a cheap way to damage and blind opponents of the character. In addition if you mimic the looks of an opponent’s team mate they are probably not going to attack the mimic until they have good reason, and some powers are primarily defensive so trading 0 Invulnerability for 20 Invulnerability really increases the defenses of the character who gains the better invulnerability. Characters who borrow abilities from their environment could gain resistance to fire of some sort from becoming one with the earth, becoming air could defend against most blows much like gaining non corporealness, becoming one with wood could decrease the effectiveness of lightning based attacks and as a general rule becoming an attacking element generally grants decreased likelihood of being hit. What abilities are gained are up to
C: since this ability generally involves the alteration of powers, absorbing any one of the powers that directly or indirectly grant some form of movement; such as flight, speed bonus or vibratory powers does grant those benefits as well as assuming a gaseous form may allow the character to float at his ground movement rate and becoming a form of energy may grant movement based upon they energy type.
D: Senses are not typically granted by Absorption, unless another power is absorbed, in some cases the absorber may be able to simulate Heightened Senses by absorbing memories, thusly gaining insight into how a death trap was constructed letting the character devise a way out. This could be an example of an indirect simulation of Heightened Senses with the absorption power.
Examples of Absorption Powers
-Living Power Point: the character has the capacity to trade power points between two or more characters in a 1” range. Roll 3d10 for how many temporary power points may be switched between the two targets power scores. This use of power cannot reduce a current power score below 0 or raise a characters current power above his normal maximum.
-Dread Alteration: the character has the capacity to permanently trade powers between any two characters excepting himself up to once per week. The character must be able to touch (this requires successful HTH rolls in combat) his targets and expends 5 power points per power moved from one character to another. The Dread Alterer character must be able to pay the full cost for all powers so switched or else be knocked into unconsciousness.
-Super-self: the character has the ability to mimic the powers and weaknesses of up to five other characters gaining all their powers and weaknesses so long as they are from one of the power charts chosen at character generation. The character stores these powers for a week during which all of the advantages and weaknesses are in full effect and he cannot store any more powers or weaknesses until the duration is up on one or more of the five suites of powers he has.
- Strength Drain: the character is capable of removing one point of strength per point of damage that would have been regularly dealt in HTH combat. This deals no damage but can cause the loss of hits, power and Carrying Capacity (as well as HTH damage) as if the character had the new level of Strength all along. Characters with less than 20 Endurance will be likely unable to move after their strength is 0 (or possibly more) unless they have some exterior way of moving themselves since in most cases their C capacity will be less than their body weight.
-Blindness: the character is capable of removing one sense from his target upon a successful HTH strike. Typically the character chooses to remove sight thus making the character behave as if he is encircled in darkness. However other senses may also be chosen thus removing the ability to smell, feel etc…. The character may remove only one sense per strike, the target only forfeits his ability to detect danger after all senses have been removed (6 at a minimum, +1 for every power with a sensory component the character has). In addition if the character

Adaptation: This power grants the ability to survive or even thrive in hostile environments,
A: Though generally not thought as an attack, having a great defense against an inherently dangerous environment then forcing another character into that environment without defenses is one way to defeat an opponent. Fighting in a burning building where one is immune to the smoke and flames would grant a huge advantage to the protected individual.
B: Defensively this power grants the ultimate form of survival.
C: Movement is generally not granted unless it is absolutely vital to being adapted to the environment. An example would be if the character was on an alien plane requiring mental projection for movement the character would be able to move from adapting to the environment.
D: Adaptation does not typically grant sensory abilities however some variants could have a precognitive component wherein the character knows what kinds of environments they will encounter and thus are able to generate appropriate defenses before they are needed.

Allies: This ability even though it is not considered a power most of the time it is considered one here because it covers many useful and genre conventions such as Flunkies, Mooks, allies, sidekicks, pets, Servants, compatriots, and other beings who while they usually are capable of independent thought, though for one reason or another they are not the main characters on stage while they do play noticeable roles sometimes even aiding in waking up rolls, guarding various important places or even times and generally making for a second pair of hands. The Allies chosen should have abilities and represent the theme this power comes from. Device based Allies representing the accidental or intentional creations of Super Science such as Id Beings, Robots, Synthetic Creations, Bionic Altered Pets, and Computerized Vehicles etc… Magical or Psionic Allies could be Ancient Gods, Homunculus, Zombies, Psionic Constructs, Golems, Demons or other enchanted/summoned or even mind controlled people or creatures. While skilled allies could be various highly trained people or animals such as Pets, Sidekicks, Servants, Hirelings, loyal supporters, etc… Any experience gained by the allies for whatever reason belongs to the main character.
A: The character has a single Ally that can fight at the fourth level of ability. The person/creature has whatever abilities the Gm feels are appropriate to his campaign power level, and the players desires but reflecting that the character should eventually surpass the ally, while letting the ally still be useful further on in a campaign.
B: The main character has a small group or unit of additional low grade of fighters to draw from. These characters have ½ or less the experience (to calculate combat experience take the main characters actual experience divide that by the number of characters in the pool of combatants plus one then reference on the experience chart) of the main character. In addition though possibly possessing their own powers, equipment and abilities they should only be similar to the main character and not as powerful (use the x. p. guidelines to suggest relative power).
C: The character has direct contact(s) or the ability to gain contacts that instead of providing combat support provide some sort of useful advice, information, skill access or equipment of some kind. Ranging from prophecies, training, financial backing, psychological counseling, legal defense, scientific or more mundane forms of advice, or access to legal or illegal weaponry, equipment, upgrades or repairs this version of the ally ability provides depth without necessarily increasing combat ability. Some could even have the ability to cultivate spy’s from an opponents allies thus gaining insight into the opponents moves and plans.

AnotherSKip
09-07-2008, 01:20 PM
D: The Ally controls/maintains a base for the player character whether as a mystical guardian, AI, or a skilled manservant or butler, the NPC can usually be found in the base or nearby and may have many skills or abilities relating to the building/repair of the characters base or his equipment, but is not well suited for adventuring for whatever reason though he may participate indirectly by providing a distraction, wearing a disguise, giving advice or insight or other similar situations.

Animal/Plant Control: the Character can influence some kind of generally organic creature to do the players bidding. Because there is historically a huge number of possibilities the character should limit his targets to some reasonably defined group or niche such as dogs, sea creatures, insects, etc that are thematically appropriate. The creatures the character is able to summon generally have to break off what they are doing in order to arrive under their own power. If the Character controls plants the Gm should keep available flora in mind and give the targets dramatic license in order to make this power effective.
A: As a basic function of the ability the Empowered character can control a number of hit points worth of targets equal to his Hit point modifier times 10. These operate often outside of normal parameters for the often organic creatures (especially plants); essentially the power gives the character the ability to call forth nearby allies for a wide variety of uses. At a minimum at least a representative of the desired type will come, but it may take time for the occurance.
B: Defensively the character can call upon their chosen form of allies sometimes in order to take the hit for the character though this should have an emotional impact on the character if he is generally decent, on other occasions the character can call upon his summoned beings to temporarily disable or render ineffective a target just through sheer numbers or distracting a combatant at just the right time.
C: Much like the senses below, this power rarely provides movement though it certainly can when creatures larger/faster/more powerful/better adapted to the environment than the character are involved. Flight via hitching a ride with giant eagles, faster ground movement by riding various animals, speedy swimming while riding with whales or dolphins, and tunnels being created by burrowing creatures are all possibilities for this power granting some sort of movement.
D: The commonest form of this power as a sensory concept is that the Character can use innocuous appearing items as spies, covering the past or present occasionally even the future with a single pet or plant in the right place allowing once considered secure secrets to be revealed. Other forms may include an instinctive sense of available numbers and kinds (thus likely enabling a dog controller to find lost dogs easily) of controllable creatures, gaining information second hand from the controlled creatures senses or other similar concepts.

Animal/Plant Powers: the character has for whatever reason powers and special abilities inspired by the fauna and flora of the world. Typically a single creature is selected and appropriate advantages are selected giving the character a theme for his character concept. Often times this will be enhanced by other powers if the character possesses any aiming for a unified concept. Some additional ideas may be found in the Body Power Suggestions.
A: Since many creatures have evolved incredibly diverse attacks the list of potential abilities are truly huge thus the character could generate electrical fields like an electric eel, claws like many beasts, quills to hurl like porcupines, size/weight and strength of large animals, horns, poisons/venoms,
B: Many creatures have diverse defenses there are a wide variety of options to choose from things as simple as having thick/scaly skin or heavy fur
C: Many creatures have evolved incredibly diverse movements the ability to cling to walls like geckos, gliding or flight in a wide variety of species, aquatic adaptations etc… means that there is no lack of forms of movement to benefit a character.
D: there have evolved a wide range of senses like bats with echolocation, a fly’s ability to sense air pressure changes, a Sharks electrical field sense, infrared vision, lowlight (cats eyes) etc… this power can grant a great deal in the form of additional information or sources for information for the character.

Armor: the character has the ability to deal with damage far better than ordinary humans. Through technological means, mystic energies or having a rocky body complete with matching internal organs the character quite possibly has several options that are usually defensive.
The standard parameters for armor are that it absorbs a certain amount of damage much like hit points that are outside of the characters actual body. Generally this ability is described mechanically as a pool of points generated by rolling 1d100+30 every attack defended against by the Armor then removes a number of points equal to the damage that would have been dealt by the attack. However because of coverage limitations the armor only has a % chance of affecting any particular damaging blow against the character equal to the points left in the pool thus a character would roll 1d100 if it exceeds the points in the pool the power does not stop the attacks effects but the pool of hit point like items does not decrease either. Anything in excess of 100 points merely eliminates the need to roll. The lost points of damage absorption may be regained by healing in the case of organics (though this is usually at 5x the characters healing rate) or in the case of technological defenses by repairing the armor by expending 1 hour repairing the armor then making a skill check and repairing a number of points equal to the characters Intelligence.
A: Though mostly a defensive concept the character could have several options that increase his offensive abilities such as increased weight from the armor, or hard/sharp protuberances that may inflict damage on an attacker (much like some dinosaurs), and these same protrusions could increase the characters ability in combat (though that ability is generally considered to be similar in nature to the Natural Weaponry power).
B:
C: Most types of Armor do not typically generate movement ability and since most forms of armor also slow down the character’s movement this is typically not the ability of the more spry characters. However in some cases especially more high tech or mystical armors adding some limited forms of enhanced movement is a good option, though care should be used that the secondary advantages do not necessarily take the shine off of other character who actually had powers expended for this kind of advantage.

Astral Projection: this power is primarily considered to be one where in the character takes his soul/spirit/senses out of his body and investigates others realms and places at his whim.

Bionics: this power covers the various concepts of replacement body parts whether made of metal and synthetics in the modern age concepts or the ages old ideas of enchanted limbs and steam-punk powered parts in previous eras. Often written characters have half of their body replaced or some odd amalgamation of parts frequently necessary just for survival and the symbiosis of man and machine grant enhanced abilities almost on accident.
In addition in most writings there is a question of whether or not a person with a majority of body replacements are even truly human any more, suffering from a loss of emotions and feelings of inhumanity bringing to the fore a man versus self or society issues. Major changes to the human body by outside forces can force a dramatic reconsideration of self image to say the least and be a source for interesting limitations.
Because this is a power no matter the limitations it should be an advantage often a significant one able to take the character to the lower levels of metahuman combat at the least. And because of the infinite possible suggestions for enhancements and improvements the power may generate the Gm and player should work together to create a reasonable suite of powers for the character.
A: Attack powers for bionics can include enhanced generic abilities (Strength and Agility), enhanced combat statistics (Damage Modifier and Accuracy bonuses), concealed weapons (pistols and poison darts are a favorite), and unusual abilities tapping into a characters different power sources are all possibilities (whether radiation, electricity or some other power source).
B: Bionics are often crafted with survival in mind so Defensively bionics can add a whole new dimension to the character whether it is parts that are tougher than the original organics to the ability to leave behind broken parts of the body and possibly easily repair/replace such losses, the ability to have inherently tougher bodies because of modifications or even reserves of air or liquids, the ability to cut off pain sensations so on and so forth.
C: Because there is a wide variety of unusual attachments that could be added to bionic limbs that could enhance movement (faster or untiring legs, stretchable limbs, magnetic grapples, etc…) here again the options are bewildering for the imaginative.
D: Classic bionics often deals with the replacement of the loss of an eye or an ear granting not only superhuman ranges of hearing or vision but unusual additional abilities like sub harmonic senses or infrared/ultraviolet vision. However with the addition of magical abilities perhaps a character could lose an eye and gain a much enhanced wisdom (represented by enhanced Intelligence or Charisma, visions of the past or future or some other ability).

AnotherSKip
09-07-2008, 01:20 PM
Body power: The character has some sort of enhanced or special body part. The player and Gm should work together to create a reasonable series of abilities based upon the body part(s) chosen, keeping in mind that this is a true superpower and should be an advantage. Below are some categorical suggestions and other places to look could be other Body Altering powers as well (like Bionics, Absorption, some Chemical ideas,
A: Attack options: Sharp scales, finger claws, a mouthful of fangs, extra mouths in unusual places, big or enlargeable fists/feet, skin that could wrap around a target, hair that can move and grab/attack.
B: Defense options: Tougher than normal skin, some variant of defense against detection, lack of vital organs (reduced KO %), reduction of damage from one source, never aging and only taking 35-60% (1d6x5% + 30%) of the damage from any attack, increased weight, higher immunity to poisons, near regeneration, etc… would be some examples.
C: Movement: Elastic arms/legs, opposable toes and hand like feet (improved brachiating), Wall crawling abilities, gliding or even a limited form of winged flight
D: Sensory advantages: larger ears and eyes (improved senses, reduced range penalties) new, improved or more developed sensory organs (more scent sensors, denser collections of taste buds, eyes on eyestalks or oddly placed or extra sensory organs the ability to sense and understand emanated energies), Skin that identifies nearby chemical compounds are just a few of the possibilities.

Chemical Powers: These powers cover three distinct yet related abilities. The first of which is the ability to sheath the body in some sort of element, chemical or compound, the second of which is the ability to compose the characters body in its entirety an element chemical or compound and the third of which is the ability to generate substances. In selecting this power there are a few basic decisions that need to be made: 40% of the time the character Sheaths themselves retaining basic structural integrity and form but with an useful outer layer, 60% of the time the characters body is Composed of the substance becoming a homogenous form of the material in nearly all respects and the rest of the time the character generates (or converts other compounds to) compounds. 60% of the time the character can only generate results of one compound (Organic Steel, Sunlight, Uranium, Earth/Sand) 30 % of the time the character governs whole groups of compounds and elements always thematically linked (The Four Elements, Light Spectrum, Metals, Carbons) and the remainder of the time the character can sheath/compose/generate any form of matter and many forms of energy (though care should be taken to prevent overlap with other characters themes). After all other abilities are assigned there is a 30% chance the character is permanently altered, even in those cases of multiple choices the character may simply be unable to select/become a passable human form.

Because of the huge number of possible results this power is left fairly vague, and the Gm is encouraged to assign reasonable characteristics to this ability based upon the player’s choice(s). A few sample concepts and the A-D listings however should give a wealth of ideas for further development.
A: The character in most cases will have some sort of attack, but because this may duplicate another power and it’s special abilities the attack abilities generally ascribe to the maxim of a high PR cost (5+1/other advantage, -1/other disadvantage), Sx2” range (generally actually hurling the appropriate substance), and dealing 2d8 damage. However this may be modified by story needs and Gm/player discretion.
B: Generally the character either innately possesses or can generate some sort of defense usually for one action to “power up” (none for those who are permanently changed) and from then on no action (unless the character actually has to shoot down incoming attacks) or power (unless the character loses part of his self or composition by being attacked and must replace the losses) costs are to be assigned.
C: Movement: Solid, dense, Sheathed and Generating characters generally don’t gain movement abilities (unless there is some form of energy emissions related to their power) except as a bonus to ground movement related to sliding across other surfaces (+1d10” at most) or some kind of tunneling ability (breaking through or perhaps converting the intervening material to a passable substance). In most cases Chemical powered characters have no additional movement powers but those based upon particles/energy/gasses may be able to fly in a limited fashion with liquid and some flexible compounds forms could possibly seep though cracks and drains.
D: Senses: Though rare, there are occasional imaginative uses of Chemical powers to increase certain sensory abilities. Examples could include a granular character leaving part of his body behind in order to sense if someone is following him. An endothermic character having the ability to sense heat or perhaps a desiccant based character’s ability to sense liquids could be another example of a thematically relevant sense.
Examples of Chemical Powers
-Fire Fighting Foam Form: being composed of this foam can grant the ability to utilize the Non-Corporeal defense against most physical attacks, with a foam blast that deals 2d8 damage from the force/caustic reactions up to E” away for 8 PR. In addition the character can seep through cracks and drains by using one action to liquefy his form and to reform and quadruple the normal movement cost to cross the intervening space. The foam blast automatically can drain fire attacks and nullify any special effects of fire still burning though not cancelling things like smoke and heat damage that has already occured.
- Chemical Cornucopia:This is the ability to generate any chemical compound known to the character. Upon a successful Intelligence based Chemistry Skill check (modified by the Gm according to difficulty and dramatic needs) the character can generate supplies of a known chemical/compound element that can aid in their current situation.
-Air Sheath: The character is continually surrounded by a thin layer of resilient air that provides several defenses as well as a few other options: Immunity to gas based attacks, with the air sheath defending the character granting a -2 to be hit by most other attacks. +5” to ground movement and leaping (gliding like an air hockey puck) as well as the halving of tracking rolls against while ground gliding. Offensively the character is capable of firing off bursts of air dealing 1d12 damage, for 6 PR, up to S” away and adding +4% to KO rolls suffered by others from his attacks by virtue of “knocking the air out of them”.

Cosmic Awareness: this power grants the character the ability to mentally receive information from the universe at large allowing the character to ask yes or no questions of the Gm. However because of the unique nature and the sheer amount of power the character gains there is a possibility that the cosmic connection will detrimentally affect the character.

AnotherSKip
09-07-2008, 01:21 PM
Darkness Control: typically this is the ability to generate obstacles to others sight. This does not always grant immunity to its own or others uses of the power (for example a military individual may “pop smoke” to provide temporary cover in order to move about the field without being shot)
A: Though not a direct offensive power by concealing obstacles to opponent’s senses targets can indirectly be harmed, thus making the environment an ally of the character, A character moving recklessly is while engulfed in darkness is required to make a save on Agility vs. d20 or else suffer 1d6 damage per 4” to be moved. In addition some characters have the ability to form solid masses of darkness that can be projected or hurled at targets; generally this uses the Power Blast attack table doing 1d12 damage up to Ax3” range for 2 PR.
B: By simply making targets unable to sense their targets gives the character a huge defensive advantage. Hitting something you cannot see is very difficult but because unless otherwise specified the darkness only affects normal sight a character with another sensory power or ability could reduce or negate the penalties from being in darkness. However at the other end of the spectrum since nearly every power gives examples of sensory adaptations of powers and most characters will have multiple powers then the Darkness power should not be completely negated by any power except relevant Heightened Senses.
C: Darkness does not generally create movement however in extreme cases a limited form of teleportation going only from shadow to shadow could be an appropriate form of movement as well as perhaps the ability to create things of shadow-stuff and travel across them or perhaps the ability to travel to the various shadow realms.
D: In some ways Darkness like the Illusions power is the opposite of sensory powers; however examples of minor senses attached to a darkness power could include the ability to sense nearby shadows or darkness, the ability to ignore their own darkness (but not being blinded or illusions) or even the ability to use the darkness as a ranged touch power giving the ability to feel things in contact or engulfed with the darkness,

Death Touch: Considered by some the ultimate form of an offensive power this power really only does one thing, Kill.

Disintegration Ray:
A:
B: Defensively the character could disintegrate incoming attacks or target weapons to remove their firepower from the scenario,
C: Disintegration does not usually generate movement however it could perform well as a way of removing obstacles allowing more of a straight line movement (for example taking out the walls of a maze to get to a desired location faster).
D: Sensory input from the Disintegration ray power is rare and limited however as at least one idea this power could be used to determine the structural rating of a material being examined and inform characters how strong the material is, as long as the characters don’t mind .

Devitalization Ray:

Dimensional Travel:
A: Offensively there are several ideas that could be used against targets attempting to deal with a dimensional traveler, the character should define a few common ways of dealing with interference some options include taking locations known to the character for their inhospitality and letting some of the energy or products through portals created by the character directed against his foes. This is a difficult and draining prospect; other options could include attempting to slice the targets with small fields or even removing parts of a target by dimensioning part of the target away. Generally, this costs 5PR per attempt attacks on the paralysis ray chart, at a range up to and deals 2d8 damage. As a large scale effect the character could simply remove targets by sending them to other dimensions and requiring them to find their own way home.
B: Defensively the character could
C: Since the power really is the ultimate in movement containing the possibility of moving across dimensions and even time itself this is the basic facet of the power.
D: Sensory abilities could include the ability to open portals for one, two or multiple communication options. Spying from having placed or opened very small portals

Diminished Senses: this is a limitation on one of the five main senses usually though it may at the Gm’s option be extended to the however since disadvantages come in all sorts of styles also there is a use for a wide variety of suggestions as to what types of things the character could do to express his limitation. The guiding premise of any disadvantage though is to make the character interesting but while not hampering the character so totally as to make him useless.
A: there are several offensive oriented limitations that could be related to reduced sensory perceptions, the character could have a direct penalty to accuracy or damage in combat, the character could be easier to strike (can’t perceive to avoid blows as well as others) the character could have reduced effective ranges on his attack powers (representing inability to sense targets out to the maximum ranges), significant penalties for striking at range (being nearsighted could cause this problem) or doubled or more percentage on the combat side effects rolls (representing fire control problems).
B: Defensively a character could be hampered by an inability to sense opponents in some sense or fashion. Various disabilities could be represented mechanically by: a reduction in the amount of damage the character can roll with (sensing the punches too late or continually making errors on the wrong side of judgment), opponents gaining the ability to treat all non-forward facings as if they were attacks from behind (tunnel vision). Or even an inability to feel pain could result in the character taking damage multiple times before noticing (the Gm should track the damage and have the character make Detect Danger rolls to determine how bad off the character is currently) though it may compensate by making the character less likely to be knocked out (Gm’s decision as how much to reduce the chances by) which in itself could be highly dangerous, as the character may accidentally fight to the death when other options would be smarter.
C: An example of a movement themed sensory disadvantage is the character could know that he is unable to as easily perceive dangers as other characters and thus can only move at half his normal movement rates, moving faster than this requires the character to make a save on Agility vs. d20 or else suffer 1d6 damage per 4” over the usual speed to be moved. There is a hidden advantage here though as the character while blinded or engulfed in darkness counts as moving cautiously at up to half his movement which is what the character does do anyways.
D: other sensory problems could include color blindness, a reduced sense of smell (being unable to smell a fire in the next room can certainly hamper a hero), though reduced sense of taste could actually aid the hero when they need to eat to survive, or have social occurrences to force the characters into an unpalatable situation.

AnotherSKip
09-07-2008, 01:22 PM
Emotion Control: this is the ability to generate emotions and feelings in target characters that may cause unusual behaviors that would not normally be in the characters typical desires. Since emotions are arguably a very powerful force for action the power of emotion control can be used for a wide variety of abilities. The typical character possessing Emotion control has the ability to produce 1d4 emotional effects plus one per point of damage modifier from Intelligence and is modified (positively or negatively) by their Charisma reaction modifier
A: The power can grant a double whammy by redirecting the target characters combative emotions to their allies making the former allies new targets for attacks. In addition with some versions of the power the character can force the other side to delay or start combat at the emotive control person’s choice thus possibly granting an advantage. In some cases the character could increase or decrease the characters confidence level suggesting different tactics than is really appropriate to the combat situation (“4 superheroes surrender themselves to kid with pea shooter, film at eleven”) Through decreasing fear or other strong emotions the character could increase the targets aggression forcing them to forget or rationalize away the idea they could withdraw and enabling capture when the character would otherwise retreat.
B: By making the character unable to target certain characters or to amplify emotional conflicts and weaknesses between two or more characters can enable the emotive character with a great deal of defensive potential, ranging from a sort of mental invisibility (the character for an emotional reason is beneath their notice) to granting a Madonna style untouchability (the character is noted but the character(s) can’t bring themselves to stop or harm the emotionally controlling character) the power can be used to prevent harm or cause the potential for harm to be directed at others than the Emotion controlling person.
C: In certain cases of emotional control the character has some feed back though like mind control this is not necessarily true.
D: in most situations Emotion control does not grant any sort of movement ability after all when one “flies into a rage” one does not really levitate though it could be used to force movement to be spent by a targeted character based upon some sort of result generated by the empath.

Flame Power
A: The character can generate some form of heat or flames
B: the character can generate defenses against many types of attacks as well as having the ability to even shoot down incoming attacks by directing the energies he has against other objects.
C: the character can sheath himself in flames
D: the character can generate enough heat and flames surrounding his body to enable him to actually fly.

Flight:
A: Offensively since this is a movement power the character is left with few choices; in some cases the character could use this power as a version of a super throw but at it’s most basic form of attack the character simply rams the opponent at the risk of harming themselves but increasing the potential damage.
B: Defensively if none of the character’s opponents are capable of flight this character also has a defensive ability that of reach, admittedly this also works against the flying character, but in any combat the high ground is always considered a good advantage.
C: Since this is a movement power that grants one of the ideal forms of movement the character has a few choices Flight and in some cases Hyperflight.
D: Senses do not seem to be attributed to this power however if the character is capable of hyperflight speeds perhaps the character would be able to sense out to the extent of his maximum movement in order to prevent himself from striking objects in his flight path.

Force Field: this is the ability to generate fields of various energies than can be used in a wide variety of ways.

Gravity Control:
A:
B: Other options to create defense could include the ability to Screen attacks this can be duplicated by choosing an appropriate defense (preferably based upon the PC’s concept for the energy being manipulated) and then in essence granting that defense to targets upon the opposing side of the field from the attacker.
C:
D:

AnotherSKip
09-07-2008, 01:23 PM
Heightened Agility: has no power cost associated with its use and endows the character with some sort of ability bonus based upon the theory of Agility. Exactly how it is represented is best left up to the Player or Gm but here are some examples.
A: in addition to receiving +2d10 to the Agility stat the Character also gains an additional skill of his choice that is directly related to Agility.
B: The Character gains +3d10 to his Agility score.
C: Reduce the interval between actions by 1d6 (the character gains additional actions on {Agility + Initiative Bonus +1d10}/15-1d6 ). Another option would be adding two or more d10 to the Initiative dice rolled for that character.
D: gains bonuses to hit and damage, power, hit points etc… as if character had a much higher agility and without the stat increase. Or the character could be capable of gaining an increased effect from training in Agility related abilities gaining +1 to agility every time he trains in an agility based skill for instance or +2 to agility for every training the character spends in this way.

[B]Heightened Attack: this ability generally is used to increase the damage dealt by a successful attack. There is typically no additional power, movement or action cost requirements since the power only aids after damage is being dealt.
A: +10-60% Bonus to damage dealt by an attack
B: +1d4 steps to damage dealt while attacking.
C: +5% or +1 point of damage per level to damage done.
D: Other options could include such things as a charge style attack: all movement spent to gain a velocity bonus is doubled and the velocity damage bonus gains 1d4 Steps. Or a power that allowed the damage dice to be rolled twice for cumulative damage effects, etc….

Heightened Charisma :has no cost associated with its use and endows the character with some sort of ability bonus based upon the theory of Charisma. Exactly how it is represented is best left up to the Player or Gm but here are some examples.
A: in addition to receiving +2d10 to the Charisma stat the Character also gains an additional skill of his choice that is directly related to Charisma.
B: The Character gains +3d10 to his Charisma score.
C: Increase the likelihood that character makes allies, contacts and friends by whatever means necessary. Awarding the character the ability to pick one person per adventure as a contact so long as they were not harmed by the character or his group or directly opposed to the character would be one such example.
D: The character could have the option to re-roll any reaction roll and use the better of the two results, twice per session.

Heightened Defense: has no power or action cost, and gives the character one of the following options for defense as long as he is conscious and mobile.
A: -4 to be hit when aware and able to take defensive actions.
B: Evasion may be performed for movement cost only
C: When rolling with the punch any damage taken to his power instead simply fades away.
D: The character may have half the likelihood of suffering debilitating special attacks, Knock out percentages or other unusual effects of combat.

Heightened Endurance: has no power cost associated with its use and endows the character with some sort of ability bonus based upon the theory of Endurance. Exactly how it is represented is best left up to the Player or Gm but here are some examples.
A: in addition to receiving +2d10 to the Endurance stat, the Character also gains an additional skill of his choice that is directly related to Endurance.
B: The Character gains +3d10 to his Endurance score.
C: Reduce the interval between healing gains by 1d6 hours.
D: Instead of Rolling 3d10 or 2d10+Skill the character instead by reducing his number of dice rolled by 1d10 can remove some or all the power cost associated with a single power (including HTH if the Gm allows). If the character gains no other benefits from this power then all powers could have a reduced or no power requirement and at the gm option all other costs for power. This does well at representing the ability to essentially run forever. However the Gm should be careful with this application of the power.

Heightened Expertise: grants the empowered character an increased bonus to hit in combat automatically when using the correct weapons for no additional cost or support. In addition to the kind of bonus received the character also must roll percentile dice to determine with what kinds of weapons the character has proficiency in, if the kind of weapons available is insufficient for the characters desires he may increase the variety by reducing the value of the bonus correspondingly:
01-60: Choose one weapon the character is an expert with (fists, superpowers, pistols etc)
61-90: Choose a set group of weapons the character is an expert in (Innate Abilities, Modern Military, Martial Arts Weapons, Super Science Weapons).
91-00: The character is an expert in all weapons.
A: +4 to hit (+3 to hit if the variety is raised one level, +2 to hit if the variety is raised two levels).
B: + 1 to hit per two levels (+1/3levels to hit if the variety is raised one level, +1/4 levels to hit if the variety is raised two levels).
C: Only ½ of evasion applies against the Experts accuracy (1/3rd and ¼ respectively).
D: No range or levels vs. level modifiers apply (1/2 and 1/3rd respectively).

AnotherSKip
09-07-2008, 01:23 PM
Heightened Intelligence: has no power cost associated with its use and endows the character with some sort of ability bonus based upon the theory of Intelligence. Exactly how it is represented is best left up to the Player or Gm but here are some examples.
A: in addition to receiving +2d10 to the Intelligence stat the Character also gains an additional skill of his choice that is directly related to Intelligence.
B: The Character gains +3d10 to his Intelligence score.
C: The character is considered to always have the benefit of any mental based skill one at a time whether it is possessed or not.
D: gains bonuses damage, power, hit points or Detect hidden and Detect Danger etc… as if character had a much higher Intelligence.

Heightened Senses :grant the wielder a greater or enhanced sensory range or ability, even new senses may be obtained. Because of the sheer infinite number of uses the sensory enhancements can take it would be impossible to cover every option. Listed below are four groups of suggestions, however it is possible to gain several of these from the same power: the GM should give enough bonuses to truly make this a Super Power.
A: Night Vision (sees as well in the dark as in the light), Wide Vision (character does not suffer negative effects of facing or only suffers -2 from behind) etc…
B: Sixth Sense: Character has x2 or x3 or greater Detect Hidden and or Detect Danger, perhaps even a flat percentage (1d10+2) X (3, 4, or 5%). The character automatically awakens when in danger while asleep.
C: Tracking ability, Lie Detection, Power Detection
D: Precognitive abilities (limited ability to sense/see the future), Clairsentience (ability to see things further away as if there). The character can see spirits, undead or other supernatural creatures that cannot for one reason or another be sensed.

Heightened Speed: this is the ability to accelerate the character to high rates of speed it has no power or action cost to use and since it increases the movement rates of the character in most cases
A: The character gains a bonus to be spread among his various movements as desired equal to (1d100x10”) /4, in addition divide the d100 roll by 3 to get an initiative bonus equal to the resulting number.
B: Hyper Speed the character may move along the ground at Mach speeds equal to a maximum of half of his normal ground movement rate and may evade for 2” normal movement for every -1 to opponents accuracy up to his normal maximum for evasion.
C: The character gains 1d10x20” to all forms of movement (see the movement chart) as well as reducing the interval between actions by 1d6 (the character gains additional actions on {Agility + Initiative Bonus +1d10}/15-1d6 )
D: The character moves so quickly that he can run up the sides of buildings and across water with ease and has twice his base movement, in addition the character takes one less point of damage per die and is at -2 to be hit.

[B]Heightened Strength: has no power cost associated with its use and endows the character with some sort of ability bonus based upon the theory of Strength. Exactly how it is represented is best left up to the Player or Gm but here are some examples.
A: in addition to receiving +2d10 to the Strength stat the Character also gains an additional skill of his choice that is directly related to Strength.
B: The Character gains +3d10 to his Strength score.
C: when striking the character gains a bonus to the HTH based damage dealt by the character either as a direct bonus to damage equal to Str/3, an increase in the HTH damage steps by 2d3, or an additional damage bonus percentage.
D: gains bonuses to Carrying Capacity, power or hit points etc… as if character had a much higher Strength.

AnotherSKip
09-07-2008, 01:24 PM
Ice Powers: the character has not only the ability to generate a significant drop in focused areas resulting in not only a significant drop in
A:
B:
C:
D:

Id Body: The character no longer has an organic body, but instead one which though composed of materials generally considered to be not life sustaining while simulating the human appearance as nearly as possible. The body gains the following modifiers; +2d10 to the Endurance stat and a Body Power based upon the improved systems the Id construct has. In addition the player should roll percentile dice to determine how human the character’s Appearance is, roll Percentile Dice again to determine how effective their internal repair systems are at self healing, this is at the same rate as normal characters do, points not repaired by Self Repair operations have to be healed by external operations, this kind of healing is performed by having a character (including the Id themselves if they are conscious) with the Mechanic or an Id Sciences roll. Characters are capable of making repair attempts at a rate of one attempt per hour, repairing the characters healing rate in damage per success and costing $1000 in materials and energies per point repaired.
A: Humanoid Functioning (Robots, Fembots, etc…)
B: Human Appearing ( Andro/Gyno-id, etc… )
C: Human Thinking (Artificial Intelligences, Sentient Computers etc…)
D:

Illusions:
A:
B:
C:
D:

Invisibility: This covers the general Concept of being undetectable or of limited detection. This power provides a variety of uses in and out of combat some of which are the logical effects of being invisible.
A: The standard Invisibility power provides -1 to be hit, +1 to hit cumulative per turn spent invisible and undetected ( a successful Detect Hidden roll negates all advantages but the first combat bonus). This power costs only 1 PR per hour.
B: The character can render himself invisible to detection by some sort of phenomenon he can sense or control and accruing all the logical benefits and or possible disadvantages thereof. Examples could be mental invisibility (unable to be targeted by Telepathy, Emotion Control or other purely mental powers without first being successfully found via a Detect Hidden roll), Camera Invisibility (the character does not appear on recording media such as television and photographic cameras) Casts no shadow or cannot be reflected in a mirror are other examples of this power.
C: The character has a superior form of stealth that is useless in combat however is much more difficult to be sensed out of combat.
D: This Invisibility power provides -1 to be hit, +1 to hit while invisible and undetected ( a successful Detect Hidden roll negates this advantage) and the character can conceal other objects . This power costs 1 PR per object concealed per hour.

Invulnerability: this is the ability to ignore, resist and deal with damage unlike few others. This power costs no action, power points or movement to use usually and the character is generally still capable of evasion or rolling with the punch unless otherwise limited.
A: The character has 3d10 points of Invulnerability applied against most forms of damage dealt to the character each turn, once this is exceeded the character must deal with the effects of being damaged normally. He may still roll with the punch or take other defensive maneuvers.
B: the character reduces the damage from every attack by a maximum of 1d10, minimum of 0 from an attack.
C: the Character takes either 1d4 less damage per die or he only takes 35-70% of the damage dealt (30+1d8x5%) to a minimum of 1 point of damage taken in both cases.
D: All damage that should be taken to his power score by rolling with the punch or Devitalization and absorption attacks instead has no effect.

Light Control: As a master of photons the character can generate intense light from his own body, and is able to control the wavelength of light emitted from Infrared to Ultraviolet as well as the intensity ranging from the barest of sheens to an intense blinding glare if desired. In addition the creation of light for mundane usages generally costs no power but may cost movement or even actions depending upon the difficulty of the activity.
A: As a weapon it emits an intense beam of photons, lasers or whatever dealing 2d8 damage for 1 power point per attack up to Ax2” range. As another form of Attack a Blinding burst can be emitted directed at a single target it has a range of (Ax2) requiring a special roll on the Light Control column to hit, One Pr per use and if successful the target behaves as if encircled in darkness. If both rolls were a one the character may be permanently blinded. The individual may change this attack to a radius equal to his Agility score in diameter for the same cost. This may be added to his normal energy attack for one more PR.
B:
C:
D:

Lightning Control Powers:
A: This power can generate powerful electrical impulses. These can be used as an attack with a range of (Ex2”), doing 2d8 damage for 4 Pr per attack.
Because of the operators control over electricity he may attempt to take over or short out items influenced by electricity. To short out use 4 Power per attempt, at (Ex2”) range and having a (Ex2%) chance of success per attempt.
In order to gain control over electric powered items expend 4 Power per attempt. Save on I vs. d20 for actual control and Save on A vs. d20 to avoid some sort of mishap each time the device is used (this is ignored if the character a relevant skill). In addition each use may require Movement or actions to be spent in order for the action to occur.
B: The character can as a defensive option electrify his body for one action with no additional cost or requirement to maintain.

AnotherSKip
09-07-2008, 01:25 PM
Lowered Intelligence: with this weakness the character suffers from some sort of mental incapacity or instability that either denies access to or reduces the characters mental capacity by some amount, often though not necessarily always the limitation affects the mechanics of the game as well as being a source of role-playing entertainment..
A: The characters intelligence is lowered by 2d12 and this can never be raised by more than 3 points from any source or groups of sources. This best represents a character who is across the board mentally handicapped
B: Uninventive: the character is exceptionally hampered in the invention process, being unlikely to even invent in the areas the character has skill or even powers. The character is
C:
D:

Low Self Control:
A:
B:
C:
D:

Magical Spells:
A:
B:
C:
D:

Magnetic Powers: This describes the ability to generate and control magnetic fields and waves of force. The magnetic capacity of the character equals (SxLvlx50#) which is the maximum weight of metal the character can manipulate.
A: Offensively the character can hurl waves of Magnetic force at his opponents attacking on the Magnetic column for 5 PR per shot with a range of S” doing damage based upon the number of pounds employed (not expended) in the EMF burst, this may be less than the characters maximum if there is Magnetic capacity employed in other activities. Using controlled items to attack costs no additional power and does damage based upon the items weight and velocity as per a thrown projectile. Use the HTH column on the combat tables for this style of attack, not the Magnetic Column:
B: Used as a defense this utilizes the Magnetic defense table, building the defense takes one action and one PR to set up with one PR per attack repulsed thereafter. This defensive stance takes up no magnetic capacity.
C: though it does not typically grant Flight (often it is assumed that the character has the ability to fly from other powers) The character in question can manipulate masses of metals by expending one action, 5 PR and making a successful roll to hit to gain control over the desired object, manipulating the object thereafter only takes movement and the magnetic capacity is reduced by the amount of metal as long as it is controlled. The speed with which these metal items can be moved equals the remaining amount of magnetic capacity divided by 10, rounded up, in inches per turn. Once control is established it lasts for (E) turns before fading and expending 5 PR will extend control for (E) more turns. Most Gm’s will probably kindly allow characters with out a flight power to use this to “fly” or as a bonus to their flight speed as stated above.
D: typically Magnetism normally does not grant sensory bonuses but it could grant the ability to detect ferrous materials as a flat out percentage (typically 40%) as well as all sorts of interesting phenomena such as the location of power lines and generators (which are often found in super villain bases), deposits of ferrous materials, possibly an unerring sense of direction (so long as the normal fields of magnetism are not altered). As well as the ability to sense or interfere with radio transmission abilities

Mind Control:
A:
B:
C:
D:

Mute:
A:
B:
C:
D:

Natural Weaponry:
A:
B:
C:
D:

Non-Corporealness:


Paralysis Ray: The character possesses the ability to stun, freeze, stop or otherwise reduce characters effectiveness especially in combat by preventing them from taking actions. Most of these effects can be circumvented by rolling a save on d% vs. Endurance when struck. Each use of this power takes 8 PR and has a range of E”.
A: -1d8 actions per successful hit with the paralysis ray, this does not stack with multiple strikes as then the character could then conceivably, by repeated applications, prevent any possibility of taking actions for a very long time.
B: -1 action for 1d12 turns/hit, additional strikes only increase the duration that the number of actions is reduced. In addition the character loses their first action, thus for a normal character every actual action taken while under the influence of the ray costs 2 pr (as well as an effective reduction in initiative) exhausting those battling the paralyzing character.
C: The target of the Paralysis ray in question loses movement, generally -1d100” to movement which prevents all non-mental actions until enough turns have passed for the character to have spent movement equal to the limit. Other options could include
D: The target of this Paralysis ray loses all further actions and movement, on each action lost the character may roll a save on d% vs. Endurance x3 in order to wake up.

Phobia/Psychosis: this disadvantage describes a character that has some sort of mental derangement that causes the character difficulty when dealing with reality. Frequently found in its milder forms though out the general population the character suffers from a challenging but not totally incapacitating disadvantage.
A:
B:
C:
D:

Physical handicap:
A:
B:
C:
D:

Poison/Venom: the possessor of this power usually has some sort of caustic or debilitating additional effect in combat, in addition to various types of dispensing poisons with suggestions below the character cold also use it defensively and even in other interesting ways since many of the chemicals used today were “poisonous” defenses created by plants and animals. It is also realistic that poison unlike other organic powers this power has some sort of limited number of uses concept much like devices (and may be handled in a similar or other interesting manner).
Poisons that are injected by the character takes effect after the character has penetrated the characters defenses somehow (perhaps by requiring dealing damage to the characters hit points first rather than power score) this power is usually combined with some sort of sharp implement such as bladed weapons or fangs and claws. As an alternate to granting a combat bonus to represent this combat efficiency simply assign a percentage (1d10x5% as an example) to reflect the character having an ability to get past a targets defenses. Contact based poisons can turn the characters merest touch into a dangerous weapon, but beware the Midas Curse potential aspect of the power.
C: Ingestion, the character can either produce a harmful substance that requires the target to eat/drink or the character in question could taste
D: Inhalant type attacks targets opponents within a short range (generally hth range, though in some cases it could be larger say E/2“at most. Or as an alternative the character could smell bad making it unlikely that the character will be eaten by wild animals could remove or reduce an opponent’s combat ability or prevent the character from facing certain kinds of attacks for long. However the same problem appears here as with the contact based poison, the character should have reason to be careful about who they affect.

AnotherSKip
09-07-2008, 01:26 PM
Power Advantage :has no power cost associated with its use and endows the character with some sort of advantage associated with their power score.
A: The Character gains +4d10 directly to their power score
B: All of the characters abilities cost ½ as much power to use as for a typical character (minimum of 1 and the cost rounds up).
C: The character has a secondary power supply that works in one of a few ways: either the character has abilities that can utilize a number of charges from the secondary power supply equal to the highest available power cost subtracted from 3d10 or the character has a power supply of 12d8 Power points.
D: The character does not suffer from the effects of fatigue, can recover from power losses while not resting or has some other power related advantage.

Power Blast:
A:
B:
C:
D:

Prejudice:
A:
B:
C:
D:

Psionics:
A:
B:
C:
D:

Reduced Agility:
A: The characters Agility is lowered by 2d12 and this can never be raised by more than 3 points from any source or groups of sources.
B:
C:
D:

Reduced Charisma:
A: The characters Charisma is lowered by 2d12 and this can never be raised by more than 3 points from any source or groups of sources.
B:
C:
D:

Reduced Endurance:
A: The characters Endurance is lowered by 2d12 and this can never be raised by more than 3 points from any source or groups of sources.
B:
C:
D:

Reduced Strength:
A: The characters Strength is lowered by 2d12 and this can never be raised by more than 3 points from any source or groups of sources.
B:
C:
D:

Regeneration:
A:
B:
C:
D:

Revivication:
A:
B:
C:
D:

Size Change: Larger by having size change larger the character gains several benefits as well as a few disadvantages


A:
B:
C:
D:

Size Change: Smaller
A:
B:
C:
D:

Sonic Abilities:
A:
B:
C:
D:

Special requirement:
A:
B:
C:
D:

Special Weapon: This power provides characters access to abilities available to the user of the weapon. Because of the infinite capacity of this concept the Gm and player should work together to come up with a reasonable weapon or weapons well integrated into the characters powers, theme or skills in order to generate a pleasing concept. For more inspiration look at the weapons listings included the book
A:
B:
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D:

AnotherSKip
09-07-2008, 01:27 PM
Speed Bonus: The character has the ability to move faster than ordinary mortals; depending upon the ability chosen the character may even gain a new movement power. This ability has no power, action or movement cost associated with its usage unless otherwise stated.
A: The character gains 1d10 x 2.5” to be spent among one to however many movement rates desired that are already possessed by the character.
B: The character can complete tasks or skill usages in half the ordinary time. This has little effect on personal combat but may aid combat in various indirect ways.
C: The character gains 1d8 x 1.5” to all movement forms.
D: The character gains a new movement ability like gliding, wall crawling, levitation etc… and is capable of speeds up to 1d10x2” in the movement form.
Other examples of ways to get utility from Speed bonus is that it could become an attack power, a sense (a la +1d10x10" to sensory speed) a defense (the character warps space so that they not only can move an additional 1d10x10" per round but because of the spatial warpage they are automatically that far away from any opponent, etc...

Stretching Powers:
A:
B:
C:
D:

Telekinesis: This is the ability to manipulate objects without touching the objects in question; the character can simply take control then direct actions to occur with the objects up to the limit of the stated range.
A: the Character has the ability to manipulate up to Strength X Level X 10 in lbs worth of objects, and represents a maximum amount that may be handled at once. Telekinesis can be used as a defense taking one action and one Power to set up a repulsion field with a cost of 1 PR per attack repulsed thereafter. TK as a defense requires that character have available a number of pounds of capacity equal to the weight/force of the object(s) attacking.
In Combat the character can project waves of force at a target with a range of (A x Level)” doing damage based upon the number of pounds of telekinetic capacity employed in the attack (cross reference the available capacity with the basic damage column on the volume chart. This is not expended in the shot but may be less than the maximum if the energies are partially focused on other targets/ in use otherwise). PR cost is one per shot and attacks on the HTH column.
The character can manipulate objects at will, employing only movement to do so, although his telekinetic capacity will be temporarily reduced by the number of pounds being used. The speeds at which objects can be moved equals the characters Endurance x Level in inches per turn at a maximum range of Agility x level, again in inches. The power cost is 1 per turn per object paid on the characters first action of the turn with an additional 1 PR per object grabbed during other actions. Using a telekinetically controlled object as a weapon costs no additional power beyond that already listed and does damage based on the weight as basic damage and velocity as advanced damage per thrown projectiles.
B: Limited kinesis, the character has a capacity of 5x as much capacity (Strength X Level X 50 in lbs.) however he can only handle items of a specifically limited nature such as earth, concrete, water, ice etc… the character may gain a different type of attack or defense style in response to the limits of the manipulation and may also gain access to either inherent abilities easily accessed to the power or may later on develop Inventive ideas for dealing with or making dangerous situations.
C: Limited kinesis, the character has a capacity of 5x as much capacity (Strength X Level X 50 in lbs.) however he can only handle energies of specifically limited nature such as fire, power and electricity. This is mechanically handled by describing the forms of energy and then calculating the maximum amount of capacity wieldable by the character then this is cross referenced on the Volume Chart to get the maximum possible damage the character can hold. For every step down the chart the amount of attacks the character can hold is doubled thus a character with 2d8 in pyrokinetic capacity could hold two 1d12 attacks or four at 1d10 (extra damage is ignored or these purposes).

Telepathy: is the ability to gain information from others minds whether it is done for the benefit of others or themselves the telepaths have perhaps the greatest capacity for understanding and causing fear. For we are never so alone as when we are in our own minds, and there is nothing so sacred or private.
A:
B:
C: Mental switchboard the character acts as an
D:

Teleportation:
A:
B:
C:
D:

Transformation:
A:
B:
C:
D:

Transmutation:
A:
B:
C:
D:

Ultimate Warrior: this ability provides the character with a way to negate others abilities to attack/ harm him or resist his defenses.
A: offensively
B: Defensively
C:
D:

Unique Power: This power provides the character access to abilities not seen before, similar in concept to mutations, strange abilities or unusual concepts, these are distinct trait(s) that are not common enough to warrant a separate power description. Because of the infinite capacity of this concept the Gm and player should work together to come up with a reasonable set of advantages and possibly disadvantages to represent his new power.
A: Attacks
B: Defenses
C: Movement
D: Senses

Vehicle: this power covers the incredible numbers of uses vehicles have been put to over the millennia. thus there is an infinite variety of choices available to the Super vehicle
A:
B:
C: vehicles at their core are a way of gaining various differing forms of movement.
D: because vehicle often operate at speeds and over distances well beyond the human norm vehicles often include a variety of senses to aid their operators

Vulnerability:
A:
B:
C:
D:

AnotherSKip
09-07-2008, 01:28 PM
Vibratory Powers: covers one way to use energy to create patterns of silent waves for useful effects. This power is similar to and somewhat related to the sonic powers, however these energies are typically inaudible though their power can certainly be felt.
A: Offensively those with vibratory powers generally use the energy of silent waves directly pounding their opponents with wave after wave of shattering force doing 2d8 damage. Another offensive option is using the vibrating waves to rend items apart use Sx2% to determine the chance that a special attack to do so will completely shred an item apart from the vibration forces unleashed. Other options could include an unsettling attack that after a special attack to do so has an I x2% chance to knock an opponent prone and remove all of their movement for this turn by either affecting their inner ear or plain knocking their opponent flat. Each attack costs 5 PR and all attacks have a range of Ax2”.
B: When using this power as a defense the character must set up the vibration defenses to enable the character to allow attacks to slip harmlessly through them this requires using an action but no power or movement cost thereafter to start the vibrating pattern and gain the Vibratory defense.
C: Vibratory powers can grant various movement effects most often seen as riding shockwaves the character can move at much more rapid speeds (ground movement increased by 1d6 x .5) for one PR per turn this movement is used, but the additional movement is only usable for actual distance increase not other uses of movement. Other movement ideas include vibrating at frequencies that allow the character to pass through solid objects, slipping through walls for example this version costs 2 points of power per use and each game scale inch of matter moved through costs a number of inches equal to the structural point rating of the object being passed through.
D: generally Vibratory powers do not include sensory benefits but if determined needful there are a few vibration based senses, like a spider in a web the character could sense nearby movement allowing some sense of nearby targets on an I save vs. % when blinded or even through walls that would allow the transmission of vibrations, the Gm is free to alter the characters chances even further depending upon the environment or nearby combat actions. Characters that shatter/vibrate things apart might develop a knack for figuring out good ways to take things apart and thereby gain some insight into the weaknesses of others. And the characters may develop an affinity for locating and differentiating other sonic and vibratory characters simply based upon their “signature” wave usage.

Weakness Detection: This power governs the ability to increase combat performance through understanding or sensing the limitations of others.
A: when within 1” of a target the power operator may spend one action and no power to determine any weaknesses of his target. After doing so the character knows one of his targets weaknesses (if any) and also gains an accuracy bonus of Int/3. The accuracy bonus only lasts until the end of the combat, is not transferable and may not be increased by multiple attempts at finding the subjects weakness. Multiple attempts in a single combat may be used to find out if the target has more than one weakness, and any weaknesses found are not forgotten and can be revealed to others.
B: the character can automatically detect any weaknesses of any target up to Intelligence + Level in inches. The character gains no bonuses in combat performance but this power may in dramatic situations even penetrate secret identities.
C: when within 1” of a target the power operator may spend one action and 5 power to determine combat strategies of use against his target. After doing so this gains the character an Accuracy bonus and a Damage Modifier bonus of Int/3. The bonuses only last until the end of the combat, are not transferable and may not be increased by multiple attempts at finding the subjects weakness.
D: When within Level” of inches the character can know # of trainings in combat abilities, Level and Alertness (DH & DD +/-5%), after 1 action of studying his opponents.

Water Breathing:
A: this is the ability to normally breathe air or water though primarily considered an air breathing creature (or land dweller in most cases). The character does not drown or suffocate in standard liquid environments found on his home planet.
B: The character is at home and far more powerful in a water environment than
C: the character in question has no need to eat, breathe, excrete etc… in essence the person is a self contained or mostly self contained individual of some sort though there may be some sort of minor, easily sustained need (such as sunlight or low levels of electricity, or just something to breathe.
D:

AnotherSKip
09-07-2008, 01:29 PM
Weather Control: this power covers the ability to generate two kinds of effects, either personal use weather effects or large scale weather changes. The two kinds are somewhat related because it is easier to create patches of ice in cold conditions rather than trying to generate ice cubes in hot and dry conditions.

-Large Scale Effects: This covers generating large scale environmental changes such as changing humidity, pressure, and manipulates air currents as well as the more esoteric environmental effects. To change weather conditions takes one action, requires a successful roll on d20 using the Weather Changes Chart. The number given on the chart also shows how much power needs to be spent on a successful Weather Change event. The numbers are reduced by 1 point for every stat over 15 the character has to a minimum of 1 power per change and a minimum roll of higher than a 2.

Current “Summer” Weather Desired
Weather Thunder
Clear Cloudy Rain Tornado Storm Hurricane
Clear -- 2 4 8 10 12
Cloudy 2 -- 2 6 8 10
Rain 4 2 -- 4 6 8
Tornado 8 6 4 -- 2 4
T-Storm 10 8 6 2 -- 2
Hurricane 12 10 8 4 2 --

Current “Winter” Weather Desired
Weather
Clear Cloudy Hail Snow Sleet Blizzard
Clear -- 2 5 6 10 14
Cloudy 2 -- 3 4 6 10
Hail 5 3 -- 3 4 6
Snow 6 4 3 -- 2 4
Sleet 10 6 4 2 -- 2
Blizzard 14 10 6 4 2 --

The changes last for a minimum of 6 turns plus one turn per stat over 15 the character has, in addition whether the weather is naturally or artificially generated the character can use the Large Scale Effects attacks, defenses or special abilities as appropriate, see the chart below for what abilities are available .

Blizzard: Ice powers dealing up to 1d12 damage, High Wind effects,
Clear: limited light or heat powers, dealing 1d6 damage or removing long lasting effects of other weather systems. Cx4” range for this kind of control.
Cloudy: Darkness powers, obscures vision up to Ax3” range
Hail: Area of effect HTH attack dealing up to 1d12
Hurricane: Sonic Powers, high wind effects
Rain: Special
Sleet: Ice powers dealing up to 3d6 damage
Snow: Ice powers dealing up to 1d10 damage, Obscures vision
Tornado: Vibratory Powers, High wind effects
T-Storm: Lighting attacks dealing up to 2d8 damage

Personal Effects: This listing covers some of the interesting ideas characters could use as personal weather concepts. The average starting character begins with 1d4 options from this table or other GM approved concepts and then may buy more either through the training or invention process. In addition the Gm may modify the results/duration if prevailing weather conditions are not beneficial to the Personal Effects. Each use of these powers takes one action, the stated PR and no movement or other costs unless noted in the effects description.

-Blinding Lightning: Spend 4 Pr and make a special attack using the Lightning Control Attack column and the amount the to hit roll was made multiply by x2% then subtract from visual DH/DD Rolls (GM’s decision) for 1d6 turns.
-Blinding Rain: Expend 3 pr for everyone in an E” radii up to S” range to have -2 to hit.
-Broiling Heat: For 3Pr+ the Power Cost to make the local conditions hot, dry and light wind character may make a Devitalization attack to Drain 1d10 power from target per turn, lost in-between turns as target dehydrates/dries out (Certain characters may have a special defense or limitation that reduces/increases damage done to the character depending upon special effects).
-Cloud Shaping: the character has the ability to make simple shapes in the clouds or possibly even leave messages though since anyone can read them perhaps some sort of abstract symbiology would be a better choice.
-Deafening Thunder: Spend 4 Pr and make 2 special attacks using the Sonic Attack column then take the amount the second to hit roll was made multiply by x2% then subtract from auditory DH/DD Rolls (GM’s decision)
-Fog: reduce by -1d6+4 to everyone’s (both sides) DH/DD, if possible run the game with hidden movement with 10 (2”game scale) ft sensing ranges and successful Detect Danger rolls increase this by 1”.
-Gust of Wind: The possessor of this power may for 5 Pr Roll to hit targets up to E” away using the telekinesis column doing 1d10 damage and automatically roll 1d6 for #” of knock back.
-Ice Sheet: create a sheet of ice up to A” Radii for normal Weather Control Ice Creation cost, anyone in the ice area must Save vs. Agility on d20 with -1/5” ground based movement or take V damage (#” moved = Velocity for purposes of figuring amount of damage to both target and object collided with).
-Wild Winds: Create high winds of up to S x Level x 10 (/up to five for enclosed spaces) Wind Capacity in an S” radii for 7 Power cost per turn. Make attack rolls on the telekinesis column, and use the Wind Capacity like carrying capacity to move characters in the area affected out of the area in a random direction (roll d8). Distance moved equals (Wind capacity –Character/item weight)/10.
-Wind Wall: Use the force field defense to potentially reduce ranged attacks damage by half. I.e. if the roll would have missed against the force field defense and hit normally then only apply half damage. This takes 1 action to set up, 1 PR per turn any hit is repulsed in thereafter.
-Windforce: the character by expending 2 PR can once per attack Gain +1 to hit and damage for a thrown weapon.


Willpower: this power covers the realms of self control whether it is expressed as mental or physical discipline.
A: the character though concentration or motivation can perform minor
B: This governs any one sort of permanent ability
C: the Character in question has access to all the Skills possibly available at the basic level whether this is due to a long and interesting previous career or a driving desire to master every known skill possible in order to better serve his or hers own goal
D: The character could have abilities that though considered far beyond the reach of undisciplined individuals is well within the capacity of individuals who routinely practice dedication and disciplines, such as the ability to feign death or to actually possess self revivification, thus making the character extremely hard to kill.

Wings:
A:
B:
C:
D:

Imaginos
09-07-2008, 11:25 PM
Woah! I've got something to keep me busy at work tomorrow.

Mouser
09-07-2008, 11:26 PM
AAARGH!! The editing hurtses my eyes!!

bad editing bad editing nasssty editing....

AnotherSKip
09-08-2008, 09:37 AM
sorry mouser, got any editiing hints for it?

bishoplogan
09-08-2008, 11:03 AM
sorry mouser, got any editiing hints for it?

how about making the power names a little bigger,bolder and underlined.:th_coolio:

bishoplogan
09-10-2008, 10:35 PM
how about making the power names a little bigger,bolder and underlined.:th_coolio:
oh you did it
REAL NIIIICE:go:(don't forget the statments and you missed the D's)

if you want also make the letters bold under each power to aviod the run on look(the letters that list each sub power. also the sub effects ie absorption,chem and weather control)