Basically I'll be posting power variations and new powers/abilities I've used. Feel free to post your own modifications.
Powers
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.
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: - 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.
- Heightened Recovery: You recover Power at twice the normal recovery rate.
- Heightened Reflexes: The character receives a 3d10 Initiative Bonus
- Retarded Aging: You age at a much slower rate than others.
- Hardened Defenses: The character is resistant to the effects Drains and Absorption.
- Heightened Stamina: 2x your normal Power
Gadgets
A) The character has a device, or devices, that simulate 1d6+2 powers. The maximum number of uses/charges would be limited to 2d4 charges per day, per device . Additional devices can be created/constructed by using the standard inventing procedures.
B) Gadgeteer: The Character is a mechanical/scientific genius, who's capable of creating/manufacturing 1d6 single use 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.
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.
Magic Spells - The maximum number of spells a character my have is = to his INT score.
Another variant I've considered using is based on the "Power Pool" concept from Champions. Instead of having a specified list of spells to choose from, the character would basically be allowed to come up with spells on the fly. As long as he could reasonably articulate what he wants to do to the GM, and has the power available to cast the spells, he could do it. Although, I'd place several restrictions on this version to keep it from getting out of hand, and I'd also have the GM set the power requirements for the actual spells. But I think it's simulate some of the things I've seen Dr. Strange and Dr. Fate pull off.
Here's a few spells I thought up, and figured some you guys might like to use them.
Inferno: On a successful attack role, the target is completely engulfed in mystical flames, which will continue to burn until extinguished, the spell caster is killed, or otherwise incapacitated. Attacks as Flame Power doing 1d12 damage per turn. Range is equal to Intelligence + Endurance. PR=8 per turn maintained.
Fireball: Attacks as Flame Control doing 1d12 damage. Range is equal to Intelligence + Endurance. PR=3 per an attack.
Sphere of Protection: Creates a mystical barrier that completely surrounds the caster. Defends as Force field. PR=1 per square inch covered by the sphere, +1 per 2 points of damage repulsed. The maximum area that can be covered is per the Force Field rules in the rule book.
The Eagle’s Claw: Attacks as Natural Weaponry for HTH+1d6 damage. R=INT x 2, PR=1
Spirit Drain: Victim is affected as though they were hit with a Devitalization Ray attack. R=INT x 2, PR=3
Iron Will: Allows the spellcaster to defend against mystical and psionic attacks as though they had Willpower (A). R = Self, PR=2 per turn.
Banshee’s Wale: Attacks as a Sonic attack inflicting 1d12 damage. PR=2, R= INT x 2
Acid Rain: Menacing looking dark clouds rapidly form, before releasing a highly corrosive rain storm on the victim. Attacks as Chemical Power.2d8 damage, R=INT+END, PR=4
Aura of Fear: Attacks as Emotion Control/Fear, the spell caster generates an aura that will cause those coming into contact with it, to recoil in fear. R=CHRx2, Max area affected = Power/2”, PR=2 per turn.
Command: Attacks as Mind Control. The spellcaster may issue a specific verbal command such as “Run away”, attack your friend, etc. The victim must save vs. INT, or will be forced to comply with the spellcaster’s wishes. R=CHRx2, PR=12
Enrage: Attacks as Emotion Control. Area affected = CHR”. Anyone in the affected area must save vs. INT or, become enraged, attacking both friend and foe alike, until they either make successful save, or be come exhausted. R=INT+ENDx2, PR=20
Jaylyn’s Merciful Touch: The spell caster is capable of mystically healing the wounds of anyone he lays hands on. The spellcaster must be in direct physical contact with the person he is attempting to heal, and must do nothing else for one full turn. If successful, the spell will heal 3d10 points of damage. R=Touch, PR=8
Jaylyn’s Healing Slumber: Allows the spellcaster to slip into a coma like state. While in this state, the spell caster will heal wounds and recover power at an accelerated rate. They’ll recover HP, at their standard rate, each hour, instead of per day. While in this state, the spellcaster is completely defenseless. PR=15.
Mirror Image: This spell creates a mirror image of the spellcaster. Treat as Illusions (A). R=INTx2, PR=2+1 per each additional image created.
Mystic Bolt: Attack as Power Blast, 1d20 damage, R=ENDx2, PR=3
Sleep: Attacks as Mind Control. Victim must save vs. INT on d100 or sleep for 1d8 hrs. R=INT, PR=10
Steel Skin: The spellcaster’s skin becomes impervious to harm. The spellcaster is treated as though thy had 30 points of Invulnerability. R=Self, PR=8 per turn.
Thunderclap: When the spellcaster claps his hands, a massive sonic boom is created. Attacks as Sonic Abilities. 1d12 damage, R=END, PR=3
Tokor’s Mighty Fist: A giant mystical fist forms from the ether, allowing the spellcaster to strike his enemies from afar. Attacks as Force Field. 1d12 damage, R=ENDx2, PR=2
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.
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 specifics are left up to the individual GM and player to work out.
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