View Full Version : New & Modified Powers for V&V
DSumner
09-13-2008, 11:41 AM
I'll be reposting a list & descriptions of various new or modified powers for use in V&V. Feel free to make any additions you'd like.
Sabledrake Magazine - http://www.sabledrake.com/2000a/powers_vv.htm
Jeff Dee's Density Control
I had seen Jeff Dee's take on Density Control once. I think it went something like this:
Cost: One power point for every level change on the following chart. And to maintain density at current level, pay one power point per current density level between turns.
(So if you are at level 7, and want to stay there, you pay 7 power points between turns. 'Level -1' costs 1 pp to maintain. Level 0, the norm, costs nothing.) Weight raises carrying capacity, but not basic hits.
Density Chart: (Assuming a character who normally weighs 200lbs and has 50" of movement)
Level -1: Weight: 0lbs. Movement: 50" Non-corporealness.
Level 0: Weight: 200lbs. Movement: 50" Invulnerability: 0 points
Level 1: Weight: 400lbs. Movement: 25" Invulnerability: 5 points
Level 2: Weight: 800lbs. Movement: 13" Invulnerability: 10 points
Level 3: Weight: 1,600lbs. Movement: 6" Invulnerability: 15 points
Level 4: Weight: 3,200lbs. Movement: 3" Invulnerability: 20 points
Level 5: Weight: 6,400lbs. Movement: 2" Invulnerability: 25 points
Level 6: Weight: 12,800lbs. Movement: 1" Invulnerability: 30 points
Level 7: Weight: 25,600lbs. Movement: 0" Invulnerability: 35 points
It's real close to what Food Eater Lad has, but includes Jeff's love of doubling. There was no level eight. I like the high cost of this power, as the Vision was always complaining about the strain of maintaining a high density.
Food Eater Lad's Density Control
This power alters a character’s density. They can become immaterial or diamond hard, or any point in between. The character spends 0 movement and 1 power point per turn PER 1 point of invulnerability and 100lbs of mass added to the character. For 1 point per turn the character can become Non Corporeal. A super dense character gains carrying capacity, as well as weight but NOT hits. They also suffer a temporary agility modifier if they get to heavy.
DSumner
09-13-2008, 12:36 PM
Here's a few ideas I came up with over the years. I've got others, but I need to work out the specific gaming mechanics.
Optional Rule - Pushing Powers
Pushing Powers: Characters may push the effectiveness of powers (increased damage, range, carrying capacity, etc.) by 50% at double the normal PR cost.
EXAMPLE: Powerhouse is desperately trying to free a woman trapped under debris, from a fallen building. Normally his carrying capacity wouldn’t allow him to lift up the steel beam pinning her trapping her in the building. He expends double the normal of endurance/power required, allowing him to exceed him normal limits by 50%, and he successfully lifts the beam, freeing the grateful citizen.
I've modified or renamed several powers. From the basic rulebook:
Replace Bionics with Cybernetics.
Devitalyzation Ray is now Energy Drain.
Replace Lightning Control with Electrical Control; Machine Control/Cyberpathy is now a separate power
Replace Natural Weaponry on the Skills table with Martial Arts/Street Fighting.
Replace Speed Bonus with Heightened Speed; replace Heightened Speed with Super Speed.
Sonic Abilities is replaced with Sound Control.
Illusions (B) is replaced by Solid Energy Constructs.
NEW/MODIFIED POWERS
Awareness: The character is aware of information that would not normally be known through conventional methods. Some examples include knowing how many pages are in a book without reading it; knowing how many jelly beans are in a jar; knowing which switch turns on a complex computer system; knowing where a specific office is located in a building he’s never been in before; etc. The exact limits of the power must be worked out with the GM.
Base/HQ: The character has a base or headquarters. The base is equipped with 1d4 special features. Additional features may be incorporated into the structure using the standard inventing points rules.
Body Power:
- Damage Resistance: The character particularly resistant to certain types of damage, and takes ½ damage from either physical, energy (heat, electricity, radiation, etc), chemical, mental/psionic, or magic based attacks.
- Lack of Weakness: The character is immune to the affects of Weakness Detection.
- Heightened Immune System: The character is extremely resistant to the affects of diseases and poisons. When used as a defense, it defends as Willpower.
- Immunity: The character is completely immune to the effects of one particular type of power or damage (heat, cold, radiation, poison, diseases, etc.). Exp. You are completely immune to damage from cold based attacks.
- Heightened Recovery: You recover Power at twice the normal recovery rate.
- Heightened Reflexes: The character receives a 2d10 Initiative Bonus
- Retarded Aging: You age at a much slower rate than others.
- Immortal: The character never ages.
- Reincarnation: The character can return from the dead. Like Regeneration, the character must select some type of damage that he can’t recover from.
- Disruption Touch: Your touch disrupts organic matter. Basically a modified version of Death Touch. R=Touch, 1d20 damage, PR=2
- Hardened Defenses: The character is resistant to the effects Drains and Absorption.
- Heightened Stamina: 2x your normal power points
Gadgets:
A) You have 1d4+2 devices/gadgets. The exact capabilities of the devices should be determined by the player with final approval by the GM. While the devices should be useful, they should but not as powerful as a full blown superpower. Each device is limited to a maximum of 2d4 charges/uses per day. Additional devices can be created/constructed by using the standard inventing procedures.
B) The Character is a mechanical/scientific genius, who's capable of creating/manufacturing 1d4 devices per day. The devices can be used to simulate powers, or any other function the player can reasonably justify to the GM.
Gadgets A would allow you to construct a utility belt, trick arrows, etc. Gadgets B would allow you to play a character like Gizmo, or Hank Pym of the Avengers. One additional note on Gadgets (B) - Devices can't be carried over from day to day. I'd say you get 1d4 uses, out of each device before it ceases to function. You build them, use them, and then move on.
Healing: You can heal the physical damage of others. PR = 2 x the number of Hit Points healed.
Heightened Expertise: Skills - The player can pick a number of skills equal to his character's Intelligence score.
Heightened Senses: Combat Sense - Functions as a combination of Heightened Attack and Heightened Defense, giving bonuses to accuracy, damage, and defense. The character receives an initial bonus of +1 to hit, +1 damage, and a -1 to be hit. The character will receive and additional +1 or -1 bonus that can be added or deducted from his accuracy, damage, or defense, per level. The defense bonus only applies while the character is conscious and mobile.
EXAMPLE: Battlemaster has is a 1st level character w/Combat Sense. He initially receives +1 to hit, +1 to damage, and -1 to be hit. At 2nd level, he gets an additional point, and uses it to increase his accuracy. So, now he’s got a +1 damage modifier, +2 accuracy, and -1 to be hit.
Luck: You are extremely lucky.
(A) You receive +4 to all die rolls.
(B) The character 50/50 chance of successfully performing any skill whether they have been formally trained in the skill or not.
(C) Any other suitable bonus the player(s) and GM can agree on.
Nauseate: The character has the ability to induce nausea in others (either mentally, through some sort of physical means). Nauseate attacks as Emotion Control and follows the same rules (see p. 12) with the following modifications. Range = Intelligence, PR=4 per successful attack. Affected characters are at -4 on all of their attack rolls.
Probability Control: You have the ability to alter the outcome of certain events. For every 4 PR the character channels into this power, he can alter a die roll by +1 or -1, R = Intelligence + Endurance/2. The specific effects of the roll are left up to the player and GM to work out.
Tunneling: You’re capable of digging through solid materials, such as earth and rock. Move = S + E/2 - Structural Rating of the material being tunneled through.
Heightened Mental Abilities: The character has 1d4+2 special abilities from the following list:
- Photographic Memory
- Sense of Direction: You always know what direction you’re traveling in.
- Absolute Sense of Time: You always know what time it is and how much time has passed.
- Speed Reader
- Universal Translator
- Lightning Calculator
Perks: The character has 1d4+2 Perks, chosen form the list below.
- Ally: The character can call on a powerful ally (the FBI, the military, etc.) for help.
- Advantageous Background:
(A) Wealthy: The character is filthy rich (think Bruce Wayne or Tony Stark rich)
(B) Famous: Adds to the character’s Public Standing
- Contacts: The character has contacts in the business world, underworld, government, etc. that provide him with information.
- Diplomatic Immunity: Because of the character’s status (ambassador, prince, etc.), he’s is immune from criminal prosecution.
- Servant: The character employees a servant
- Security Clearance: The character has access to secret/classified information.
Weakness Detection: The character receives a +4 damage bonus instead of an accuracy/attack bonus.
NEW WEAKNESSES
Cursed: Simply put, the universe hates this character. For whatever reason, the character suffers one calamity after another, his whole life being one long run of lousy luck. The cosmos doesn’t want him dead, it wants him to suffer. The specific effects are left up to the character and GM to work out.
Side Effect: Use of the character’s powers has a side-effect on the character.
1. Feedback: Use of the character’s powers causes damage to the character.
2. Tiring: Use of the character’s powers is fatiguing to the character. The power costs 2x the normal PR per use.
3. Lethal - Your PC’s power(s) is slowly killing them.
4. Anything the player and GM can agree on.
Unlucky: The character makes all rolls at -2.
AnotherSKip
09-13-2008, 01:52 PM
Cursed sounds like the Greek Tragedy limitation wherein various ancient heroes had to deal with the ire of supernatural forces.
DSumner
09-13-2008, 01:57 PM
Cursed sounds like the Greek Tragedy limitation wherein various ancient heroes had to deal with the ire of supernatural forces.
That's the basic idea, but I leave it up to the players and GMs to work out specifics. It might be anything form the character's blood line having an ancient curse, to the character having committed some wrong in his past (grave robbing, taking the life of an innocent, etc.).
DSumner
09-22-2008, 05:18 PM
So, any of the rest of you old time V&V fans planning on posting some of your homebrew powers to the list? I've got a few others I'd like to work up stats for like Power Dampening, Mimic, and Entanglement, and few psionic abilities like Mind Blast, Bio-Manipulation and Sensory Block.
bishoplogan
09-22-2008, 08:12 PM
Cursed sounds like the Greek Tragedy limitation wherein various ancient heroes had to deal with the ire of supernatural forces.Dejavu lol
:sagrin:
bishoplogan
04-09-2009, 10:52 AM
D did u work on the others?:sacool:
Justice
04-10-2009, 02:06 PM
Just popping in.
I liked the fact Dom had Immortality as a Body Power. I thought I'd take it further, putting in some limitations and bonuses to match the common trope.
My first power - Invincibility - is to emulate those unstoppable heroes and villains who do not have any great physical ability except to NOT stay down when hit.
From the Joker to Tony Stark, with his artificial heart (early 80's folks), I thought this would be cool.
Invincibility
PC is a powerhouse that can recover very quickly, getting back their power points per turn instead of per minute. There are two versions.
A) PC automatically recovers 2 power points per turn up to their maximum power score. This happens automatically with no PR.
B) PC recovers 1 power point a turn, but furthermore can soak and store up to double their power score from one passive, non-damaging power source: sunlight, moonlight, cold, heat, goblin gas, etc. This 'recharging' cannot normally be from an attack; that is Absorption.
PCs recharge at rate of END/5 power points per turn of 'recharging'.
Immortality
PC does not age and has double their END for all and any saves versus poison, illness, diseases, etc. They also begin at a higher Level than other Player Characters. However, they receive one-half as many Inventing Points per level as they progress further - they are assumed to be 'set in their ways' and have already spent inventing points merely to learn each 'new land' they've visited - different cultures and customs over the preceding years.
Players may choose from the chart below or roll randomly. The 'younger' the immortal, the more he or she can learn of the new age they are in and the easier it will be for them to advance. [LATE EDIT: Re-arranged list so higher roll is older, add made a "d8" for simplicity's sake.]
Age - Description/Cultural Benefits
1 - - Modern Era/20th Century - Add 1 language. PC is several decades old.
2 - - Victorian Era - Add 2 languages. PC is over one hundred years old.
3 - - Age of Reason - Add 3 languages. PC is a couple hundred years old.
4 - - Renaissance - Add 4 languages. PC is a few centuries old.
5 - - Medieval - Add 5 languages. PC is several centuries old.
6 - - Classical - Add 6 languages. PC is two millennia old.
7 - - Ancient - Add 7 Levels/languages. PC is a few millennia old.
8 - - Pre-historic - Add 8 Levels and languages. PC is several millennia old.
If the Immortal is killed by any method that does not include utter and full disintegration, or is not one of the specified means of fully killing them (cutting off head, stake through heart, etc.) they can come back to life later on. Once a day while the Immortal is inactive or 'dead', roll on the chart above. If the roll is equal to or greater than the 'Age' the Immortal is from, they begin to return to life, receiving their Healing Rate per "Age" hours (i.e. a 20th century Immortal gets it back every 1 hour, an Immortal from ancient Greece gets it back every 7 hours) and power score as normal. Once all points have returned, they naturally awaken.
Immortals with the power of Regeneration receive their healing rate per turn, of course.
_____________________________________________
Hopefully, those look balanced and understandable. I wanted to be able to handle everything from Captain America to Medieval Vampires on the Immortals chart.
Your feedback? It is appreciated!
:bricks:
bishoplogan
04-10-2009, 03:34 PM
i have a bunch of powers by lots of people that i copied from the old site.if u want ill post them here:sasmokin:
DSumner
04-10-2009, 04:08 PM
i have a bunch of powers by lots of people that i copied from the old site.if u want ill post them here:sasmokin:
Post away my good man, and feel free to add your own additions as well.
Imaginos
04-11-2009, 02:57 AM
Here are two I put together back in 1999 for a campaign. Old timers from Townhall might recognize them.
SWARM ENTITY
This is a modified body power. The entity consists of not one, but many smaller creatures of some sort. They attack as one entity and have a hive mind intellect (group consciousness). This grants resistance to knock-outs from attacks, and if power points are reduced to 0, the entity disperses and may reform after power score is fully returned.
This power acts as non-corporealness defense, including the limitation that a force field will contain it, but without the ability to float or pass through substances unless the individual beings could fit through openings already (a swarm of insects could go through the crack in a door). There is no power cost for this, unless it is an activated power (go figure on reasoning that one out).
Many times, the swarm entity will also have stretching powers as well.
INFECTION POWER
This is a terrifying power of the Swarm. It corrupts the individual, breaking it up into multiple demons, which join the swarm. This occurs over multiple days, with accompanying swelling, bloating, tenderness at the wound, and fever. If the victim doesn't succeed in fighting off this infection, they will die. When death occurs, the body ruptures, with 1 demon per basic hit of the victim crawling out and running off.
This attack requires a special carrier attack in Hand-to-hand. If successful,
the victim must make an endurance save each day for a # of days equal to their basic hits. The basic save is on d20 (tentatively modified by the Damage Modifier of the Swarm). Alternately, the victim only has a number of saves equal to their basic hits. If they fail all of them, they become a member of the swarm. They add a number of basic hits to the swarm equal to their own basic hits. This would only affect sentient beings.
Justice
04-11-2009, 02:03 PM
Eric,
That Swarm power would have been perfect when I ran my version of "Prey" for GuardianCon back in '04 or so.
I likes it.
Strongman
04-11-2009, 05:39 PM
Here are two I put together back in 1999 for a campaign. Old timers from Townhall might recognize them.
SWARM ENTITY
This is a modified body power. The entity consists of not one, but many smaller creatures of some sort. They attack as one entity and have a hive mind intellect (group consciousness). This grants resistance to knock-outs from attacks, and if power points are reduced to 0, the entity disperses and may reform after power score is fully returned.
This power acts as non-corporealness defense, including the limitation that a force field will contain it, but without the ability to float or pass through substances unless the individual beings could fit through openings already (a swarm of insects could go through the crack in a door). There is no power cost for this, unless it is an activated power (go figure on reasoning that one out).
Many times, the swarm entity will also have stretching powers as well.
INFECTION POWER
This is a terrifying power of the Swarm. It corrupts the individual, breaking it up into multiple demons, which join the swarm. This occurs over multiple days, with accompanying swelling, bloating, tenderness at the wound, and fever. If the victim doesn't succeed in fighting off this infection, they will die. When death occurs, the body ruptures, with 1 demon per basic hit of the victim crawling out and running off.
This attack requires a special carrier attack in Hand-to-hand. If successful,
the victim must make an endurance save each day for a # of days equal to their basic hits. The basic save is on d20 (tentatively modified by the Damage Modifier of the Swarm). Alternately, the victim only has a number of saves equal to their basic hits. If they fail all of them, they become a member of the swarm. They add a number of basic hits to the swarm equal to their own basic hits. This would only affect sentient beings.
That's a really neat write-up, Eric. :th_dblthumb2:
bishoplogan
04-29-2009, 02:12 PM
heres some that i copied from the old site when it started going under
Food Eater Lad 12-21-2005 03:57 PM
Here is a list of new and modified powers I used in my game.
Astral Powers: Pr=12 per hour. The character can move based on I, not A. The character
can not become visible, nor communicate with any non-astral being. The astral traveler
has no matter in his new form so it only has hit mods as hit points. The astral traveler will
always find his body by the silver cord that emanates from the midsection and leads to
the material body. This silver cord fades away after a few feet but the owner can see it if
they wish. An astral body with out a silver cord can get lost and die. A material body
without a silver cord is a ripe prize for a wandering spirit!
Absorption. Most are as the rule book, but most absorption powers require movement
points to use.
Armor: a character with armor gains armor points equal to their basic hits per level. They
are getting tougher and heaver with age. Tech armor reduces A for saves and initiative by
1 per 10 ADR.
Cosmic Awareness; Pr=0. Remains one action. The character saves Id100. Each question
lowers the intelligence by one. The harder the question, the GM may lower the I score as
they see fit. If the die roll is less than the I score for the roll, they get the answer. If it
misses by up to 50, they get nothing. If they miss up to 75 they get the wrong answer. If
they miss up to 100, they are overwhelmed with the universe and go into a trance. They
save Id20 per hour to awaken. If they miss over 100, then they are in the trance, but
they have gain the attention of some Cosmic Power. This can be good or bad!
Body powers Anchored: There are three layers to this power. The hero with this power is
anchored to his place in space/time. This power is activated with a thought. Can not be
teleported against will
Can not be dimensionally moved against will
Can not be moved in time against will. Each aspect of this power is considered one “dose”
of this power.
Undifferentiated Body. This character has no organs, systems or anything of note inside
their body. Just as a potato is one solid thing, so is the character. They are made up of
some living material but they do not have anything specific inside them of note. This
character seems all human on the outside, but inside they are uniform. The benefits of
this are as follows. They can not be critically hit. They will not bleed and loose hits. They
also can not be knocked unconscious by a blow to the head. The mind is everywhere now,
not just in one central location. This person will not benefit from first aid, or surgery. They
can re grow lost limbs, eyes and such, but such regeneration is slow. They are also
immune to most diseases, bacteria and viruses. But they may be susceptible to unknown
ones. They are in effect, a new and unique species, as different from regular humans as
humans are from amebas.
Power Dynamo: A character with this power gets power back per turn no matter what
they are doing. This is due to an extra organ somewhere in their body. See modified rules
for regaining power.
Quick Reflexes: A character with this power is fast on the draw. Instead of subtracting
initiative by 15, they get to roll a 1d10 and subtract this from the 15 to see what that
character now subtracts from initiative. Ex: Speed Demon rolls initiative. His A is 20. He
has quick reflexes and gets a modifier of 5. So he rolls his initiative. He rolls a ten. So the
score is 10 plus 20 and we get 30. Now we are supposed to subtract 15 at this point but
due to his quick reflexes, we subtract only 10. So Speed Demon goes on the 30th phase,
20th phase and the 10th. If he didn’t have this power, he would go on the 30th and the
15th.
Flame powers: Mostly the same but I needed to point out that flying characters don’t just
create flame, but they also create thrust. No other change.
Death Touch: Pr=20 per attempt. Upon a touch to the skin of a character they save vs.
Current power or die. This is more lethal. Any use of this power warrants a Charisma
Penalty Roll.
Disintegration. Same as rule book, but this also does structural damage.
Gravity Powers: Pr= variable. The power spent creates a warp of the power spent
squared. The radius is the same as the power spent in movement points. Ex: Warp
Woman spends 10 power. She can create a Gravity Warp up to x100g s. It can affect an
area up to 200 movement points. Gravity power has been increased dramatically in my
game!
Invisibility: Pr=4 per hour thought only to activate. This power gives the character –
100% to be detected by sight. It also gives the player -4 to be hit, and +4 to hit. It also
has many advantages that need to be dealt with on a case by case basis. I added the
bonus advantage that invisible characters can not be hit by normal laser attacks.
For doubled invisibility a character can choose to be invisible to other types of
Electromagnetic energies. This can be quite powerful at high doses.
Invulnerability: This is the same but I added Invincibility. This power is like invulnerability
but it is recovered by phase, not per turn. I give the players the choice of 3d10
invulnerability, or 1d10 Invincibility.
Stretching Powers: Same as rules but with the added advantage of using stretching as a
defense by reducing the damage a character takes from bludgeoning attacks. Total
damage is cut in half. It’s hard to smash anything that is stretchy!
Psionics: Heat Subtraction: Pr=5 per use. This does 3d10 damage as ice powers as it
removes heat from the target. It in effect removes kinetic energy from the subject. This
can temporally reduce a targets structural rating. However, it cannot be used to create ice amour or objects; it is not Ice power. It simply removes kinetic energy (heat) from the
subject. As a defense, this power takes one action to set up, and then it costs one power
per attack. It reduces the damage the attack does by 3d10. It sucks up the kinetic energy
of the attack, making it less powerful.
Psionics: Mental blast: Pr =3 as mind control. The attacker rolls Id20. The lower the
better. The damage is equal to how far the d20 is from the character’s Intelligence. Ex:
Mr. Brain has an I of 35. He shoots Dunder Man and hits with a mental blast. Mr. Brain
rolls d 20 and gets a ten. This is 25 under his Int and does 25 points of damage!
Revivification: Mostly the same, but restored characters get 0 hits and 1 power. They are
extremely fragile after coming back. Restored characters loose one level, and ALL their
experience points. Any character at first level, CAN NOT be revived.
Telekinesis (TK): Same as rules but you can make it based on ANY one attribute. You
state which attribute you will use at the beginning. Also the defense is now more robust.
The character can use TK to block each attack and subtract damage from each attack as
the TK saps the attack of it’s power. This is like putting up a mental barrier that the attack
must get through to hit the character. You subtract damage from each attack based on
the TK capacity the character has. For example each attack takes a TK blast to reduce the
damage. Attacks affected are at GM’s discretion.
Telepathy: as rules but with bonuses from training or inventing. A telepath can train in
telepathy or use an inventing point to learn other telepathic disciplines. Just as a spell
caster can make spells, a telepath can create psionic abilities based on the idea that they
can read and send thoughts to other minds. Some samples of disciplines are : All these
cost 5 power.
Memory Bank. A person’s brain can be used as an information dump. The telepath must
touch the target. The memories are stored in a secure place within the targets memory.
The target will not know the information nor be able to access it. A telepath must make a
successful Id20 roll to do this. Each number that he rolls lower than his intelligence on a
d20 is how many months the memory bank will stay secure.
False Memories. A telepathy may weave false memories into a target. This is hard to do.
Usually an inventing point must be spent by the telepath to come up with a good story.
Then the target is touched. An intelligence struggle is rolled. Both telepath and target
must roll Id20. If the target has a better roll, it doesn’t work. If the telepath has a better
roll, then each point lower than the roll needed alters one event of memory.
Erase Memories. As above but memories are erased. They can be restored by making a
save Id100 per year or by psychic surgery.
Psychic Surgery: the telepath rolls Id100. If the roll is under the telepath’s intelligence,then the surgery is a success. The telepath can undo false memories, erased memories,
phobias, most mental disorders, etc. If the roll fails by up to 25 nothing happens. If it fails
by up to 50, the target looses 2d6 intelligence points. If it fails by 51 or more, the target
is reduced to 0 intelligence. Of course a target can resist the surgery. If they do so they
roll Id20. The target must be either willing or not able to mentally resist. A drugged target
makes it 25% more difficult as the images are distorted. Each use of surgery requires an
inventing point.
pt2 of fel coming up :sacool:
bishoplogan
04-29-2009, 02:14 PM
pt2 of fel
Distraction. A telepath can distract a target or targets by sending them thoughts that
either spook them or interfere with concentration. They can affect as many targets as
they have intelligence points. Each target after the first reduces the telepath’s intelligence
for purposes for the skill rolls. The telepath can barrage the target with thoughts that
interferer with the targets ability to aim and concentrate. The result is that the target can
get minuses on their to hit rolls. The telepath and target both roll Id20. They add up how
much they rolled UNDER their intelligence. If the telepath rolled well then the target has a
minus of the difference in the two numbers. Remember the telepath’s Intelligence is
lowered by one for each person after the first. It takes one action to do this per turn.
Example Mr. Brain tries to distract four ninjas. He won initiative and he sends an
onslaught of thoughts into their minds. He rolls Id20. He rolls a nine. His intelligence is 25
so he succeeded by 14! The ninjas are goons and all have the same stats. They rolled a
10 and have intelligences of 12. They all succeeded by 2. So Mr. Minds beats them with a
14. How ever there are four guys so Mr. Mind gets a penalty of minus 3 because it’s hard
to do this to more people than one. So all the ninjas suffer a – 9 to hit!
Meta Whip This is a really dangerous power. The telepath can close the warp that
channels the wormhole that feeds the metapowers to the target. This requires physical
contact. Both the telepath and the target save Id100. The targets successes take away
the telepath’s successes. If the telepath has any successes left after this, then the target
looses his power for as many days as the telepath has successes.
Teleportation: Mostly the same. A few added explanations. If the portal is used as an
attack, the target gets Ad20 to jump away. If the edges of the portal are touched, the
portal is destroyed, like a soap bubble. If the character tries to teleport a target away
piecemeal, then the target is subject to a transmutation attack with the damage equal to
the carrying capacity of the teleporter. Use the Brawling weapons chart to find the
damage. Only the damaged taken reflects what was Teleported. EX: The Bamfer tries to
send a demon away. The Bamfer grabs the demon and teleports away. Since this was an
attack use of teleportation, and not a full teleport, the demon is subject to a carrier attack
of transmutation. A hit is scored and the damage is rolled. Bamfer inflicts 12 damage to
the demon as some of his mass is ripped away from him. The Demon rolls with it and only
takes 2 damage. He laughs as only a few arm hairs vanished away with the Bamfer!
Some characters with extra doses or though technology may develop teleportation as a
ranged attack. Teleportation attacks as transmutation, as it has to with rearranging
molecules. Anything teleported into a living being causes damage. For each 10lbs of
matter teleported into a living being they take 1d20 damage. This is 5x Critical. A special
attack is needed to do this.
Transmutation: same as the rules but it only fully transforms a living thing when all its
basic hits gets changed .Structures are changed piecemeal. Ex: Transmuto blasts Meta
Man with a transmutation ray. He hits and rolls 20 damage. Meta Man’s invulnerability
deals with ten, and he rolls with seven more. So he only takes 3 damage. This is nowhere
near enough to turn him to stone, so all that happened was some hair on his arms turn to
stone and fall off.
Weather Control: Same as the rules but the die rolled to create the weather also tells you
how many turns it takes for the weather you summoned to get here. This can be lowered
by over exertion. One power extra can reduce the summoning roll by one. Also weather
control can affect humidity, temperature and air pressure. Air pressure can be changed up
to one tenth the character’s carrying capacity. This can be maintained at 2 power per
turn.
Will Power: This power can be used to control every aspect of the character’s body. It cost
1 power per turn per use of willpower. So if a character wishes to use it to maintain
concentration, and use it to hold their breath, then it costs 2 power points per turn.
Force Field: This power is mostly the same as the rules. The biggest difference is that the
when the field is hit, the player takes one tenth of the damage off of their power. If the
power is exceded, then the field is broken and the player takes the hit AND the power
loss. The attack is the same. The player must also state at character creation wether the
field is opaque, clear, or translucent. Clear and translucent fields do not work against light/
laser attacks. Force Fields also don’t hold, phased, non corporeal, or astral objects, unless
trained or designed to do so.
Density Control: This power alters a character’s density. They can become immaterial or
diamond hard, or any point inbetween. The character spends 0 movement and 1 power
point per turn PER 1 point of invulerablity and 100lbs of mass added to the character. For
1 point per turn the character can become Non Corporeal. A super dense character gains
carrying capacity, as well as weight but NOT hits. They also suffer a temporary agility
modifier if they get to heavy.
AnotherSKip
04-30-2009, 09:32 AM
Good Job Bishop!
bishoplogan
05-29-2009, 02:35 AM
this is working off justice ideas
BODY POWER; DEITY(Norse,Greek,Egyptian etc) all stats start at 35,except int 28.weight x2.5 no agil mod.carry capacity x 5.true invulnerability equal to basic hits.
BODY POWER; Children of Deity all stats start at 28,except int 21.carry capacity x 3.true invulnerability equal to basic hits.
BODY POWER; AVATAR all stats start at 21,except int 14+d4. one power based on deities area of control.
let me know what u think :sagrin:
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