Hot Topic (More than 10 Replies) New Powers (Read 2487 times)
John
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New Powers
Sep 5th, 2009 at 3:41pm
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Can we brainstorm and come up with a definitive list of new powers, ones we came up with or from the modules?

If you have a new power, can you also put in the rules for it?   After a few weeks I will edit the list and try to make a nice clean master list of powers.
I will start.
  

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Re: New Powers
Reply #1 - Sep 5th, 2009 at 3:54pm
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Body Powers:


      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 ameboes.

      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.
       A.      Can not be teleported against will
       B.      Can not be dimensionally moved against will
       C.      Can not be moved in time against will. Each aspect of this power is considered one “dose” of this power.

     Mighty:  Use the character’s full weight to determine their carrying capacity instead of half.
    
      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.



Pcionics:

    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.

     Omnipower:  The character can do what ever they can imagine.   In order to do this they must roll Id100 to properly imagine the effect, Id20 if they have the proper knowledge to help this out.  Then they must make a successful save on Wd20 to make it happen.   The number of successes( the amount you rolled UNDER your Will) is used as a + to hit.  The number of failures ( the number ABOVE your will score) is used as a minus.   If a 20 is rolled on this roll, there is a backfire.  That is up to the GM.
    If you make both save,  you properly imagined the effect and made it happen, then you must roll to hit.   The column you used is based on the effect.   That means if you want your foe to burst into flames, you roll as flame powers.  If you want your foe to become super heavy, you roll vs gravity. 

   The range is IxWx Level and the damage is 2d8.  The power cost is the same as the power being copied+2.
     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! 


       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.

      Magic Spells: 

           Sorcery.  The Magician must be able to think and concentrate. He must think of the effect he wishes to employ and then roll Id20.  Since this is magic, the magician need not know any knowledge areas.  Then the magician rolls Wd20 to make it happen.  There are no bonus as there are in Pcionics as the magic either happens or it does not.    If a 20 is rolled on either die roll to summon the effect, then a Magic Backlash occures.  This us up to the GM. 
   When the two rolls are made successfully, then the effect happens.  The damage is based on the actual power copied or 2d8 if one can not be substituted.     Power cost is as the power copied +2, or 5 if no particular power could be copied.   

This is intutitive magic and not spell magic as is more common.    People born with intutive Socerey  were commonly refered to as witches or warlocks. Sometimes the witch or warlock didn't even realise that they were the ones causing the hexes to happen.
Range is as the power copied or IxCxLevel if unknown.


       Gadget Powers:  The player can construct any gadget that can simulate one aspect of a super power,  for 1d4 uses.    The player must have the nessesary knowledge areas to create the gadget or its extremely difficult to do so.   
    To make a gadget,  the character rolls Id20 if the knowledge areas are possessed by the character 1d100 if they are not.   The cost in time or money is 100,000 dollars minus 10,000 dollars per die roll UNDER the character's intellgence roll.    The time takes 10 hours per gadget minus one hour per die roll UNDER the player's intellgence on the die roll.      A player can spend extra money to reduce the time, or spend extra time to reduce the money on a ten thousand dollar/per hour or vice versa.


  Example;  The Assembly Man wants to make a non corporealness device.  He possesses all the nessesasary knowledge areas  deemed by his GM to do so  ( Physics, electronics, extra dimensional physics) and has an Intellegence of 17.  He rolls Id20 because he has all the knowlege to build this gadget.
  He rolls a 12.   17-12=5.    His success  is 5.
  So the device costs 100,000-50,000= 50,000 dollars and will take 10 hours -5 hours= 5 hours.

He doesn't have the cash, so he will spend another four hours working on it.  So he spend 9 hours working and spent 10,000 dollars.   He then rolls and the gadget will work 3 times.


      Aura Perception:  Pr=0  constantly active  as any sense.  Can see a being’s aura.  +4 to hit them x4 for detections. With an action, can look deeper into the aura.  Save 1d20.  The number of success  above the intelligence of the user gleans more information.                           
        1-3  no more information
                                                           4-6 can see things like true form, or if they are Metahuman or magical.

                                                           7-9       can see if under mental attacks/mind controlled/ beings approximate level
10-12 what race the being is,  it won’t give you’re their name but you will recognize the aura’s racial traits, ei  dwarven,  human,  alien, etc..
« Last Edit: Sep 5th, 2009 at 3:55pm by John »  

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Re: New Powers
Reply #2 - Sep 5th, 2009 at 3:56pm
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Heightend Combat: The character gets to pick each level to give himself a bonus of +1 to one of the following,  to hit,  to be missed, or to damage.  This can change on a level by level bases, as the character wishes.
  

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Re: New Powers
Reply #3 - Sep 5th, 2009 at 3:57pm
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Weightened Will:  A Gives the player 2d10 more for their will. B gives the player 3d10 more points of will.
  

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Re: New Powers
Reply #4 - Sep 7th, 2009 at 6:22pm
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John, I'll compile and and my versions of powers to the list over the next few days, but most them are already listed in my house rules thread.
  

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Re: New Powers
Reply #5 - Sep 7th, 2009 at 7:31pm
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Ok thanks!
  

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Re: New Powers
Reply #6 - Sep 8th, 2009 at 10:55pm
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Mimic:
A) Powers: You can mimic the powers of others as though you had the ability yourself.
B) Abilities/Skills: You can mimic the abilities and skills of others.

* Note: The exact number of powers and abilities that can be mimicked is left up to the individual GM to determine. I’d suggest that characters be limited to no more than six  abilities or powers at a time. If a player has additional abilities, I’d suggest that the PC still be limited to a maximum or eight to ten powers and/or special abilities, including the mimicked abilities.

GMs may also wish to impose specific requirements on the use of this power, such as the character must come into physical contact with the person who’s abilities the character is trying to mimic.
  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Re: New Powers
Reply #7 - Sep 8th, 2009 at 10:55pm
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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. One additional note on Gadgets (B) - Devices can't be carried over from day to day. You build them, use them, and then move on.
« Last Edit: Mar 16th, 2012 at 3:24pm by dsumner »  

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Re: New Powers
Reply #8 - Sep 8th, 2009 at 10:59pm
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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.

Air Control: Air Powers allow the character to control the winds, air currents, and air pressure, allowing him to generate strong blasts of wind, create a wall of air, or fly.

Strong blasts of winds can be crated and fired at a target inflicting concussive force damage. This attack is capable of knocking things over or knocking an opponent back through the air (save v. Agility). Range = Ex2, Maximum area affected is a sphere equal to E x 2 x level. Attacks as Weather Control. PR=3 per an attack. 1d12 damage. When used a  defense, it defends as Weather Control.

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 Devitalization and Absorption attacks.
  • Enhanced Stamina: 2x your normal Power score.


Cellular Disruption: Your touch disrupts organic matter. Basically a modified version of Death Touch. R = Touch, 1d20 damage, PR=3

Damage Resistance: The character particularly resistant to certain types of damage, and takes ½ damage from one particular type of damage, either physical, energy (heat, electricity, radiation, etc), chemical, mental/psionic, or magical attacks.

Deflection: The character is capable of deflecting physical and energy based attacks away from himself. The character is capable of deflecting AGL/2 number of attacks each turn. To successfully block the attack, the character must save vs. AGL on a d20. For each successive attempt to deflect an attack, the character receives a -1. GMs may also wish to allow characters to use this power at a distance (exp. Capt. Americas’s shield). Deflecting an attack costs only movement.

Drain:

(A) Power: Works like Devitalization Ray. Drains 3d6 Power, R=Touch
(B) Characteristics: Works like Devitalization Ray, but usable on characteristics. You can drain one 1d6 worth of a particular characteristic. The drained characteristic points return at the character’s normal healing rate.

Energy Conversion: The character can convert one type of energy into another (Sound into light).

Energy Field/Damage Field: The character radiates a field of energy from his body capable of inflicting 1d12 damage to any object coming in contact with it. Attacks as Force Field, 1d12 damage, PR=1 per turn.

ESP - Extra Sensory Perception

01-45 Clairaudience
46-90 Clairvoyance
91-00 Both abilities

(A) Clairaudience: The character has the ability to “hear” and understand sounds and events at great distances without actually being there. Base range = I x E in inches. PR= 1 per turn. The maximum range can be increased by a factor of 10 for each additional Power point expended.

(B) Clairvoyance: Works exactly the same as Clairaudience above, but the user can "see" what’s happening at a particular location.

Healing: You can heal the physical damage of others. PR = 2 x the number of Hit Points healed.

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.

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


Lack of Weakness: The character is immune to the affects of Weakness Detection.

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.

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.
« Last Edit: Aug 23rd, 2011 at 8:16pm by dsumner »  

"There is no such things as a dangerous weapon, only dangerous men."

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Probability Control
Reply #9 - Sep 8th, 2009 at 11:24pm
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Probability Control: You have the ability to alter the outcome of certain events. Base Range (actually radius) = Intelligence + Endurance/2. Base PR = 4. To alter a die roll by +1 or -1. For every additional point of power the character channels into this power, he can increase the radius of this power by a factor of 2, or increase the die effect. The specific effects of the roll are left up to the player and GM to work out.
  

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Re: New Powers
Reply #10 - Sep 9th, 2009 at 11:13pm
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From the old boards, and the PC, Clone:

Multiplicity:
Clone has the rather unique ability to create one or more identical physical duplicates of himself at will through binary fission. The designation of "original" in the following power description need not be constant, and any one of the existing Clones could become the new "original" at any given time.

When a duplicate is created divide up the "original" Clone’s Hit Points equally among the duplicates and the "original", rounding off any fractions. For example: If the "original" Clone has 14 Hit Points and there are currently three duplicates in existence, then each Clone will have 4 Hit Points. Should another Clone be created, the Clones would then all have 3 Hit Points each.

To create duplicates takes one action and costs 2 Power Points per duplicate created. There is no cost to re-absorb a duplicate back into the "original" Clone, but it does require physical contact. When duplicates are reabsorbed, their Hit Points are equally redistributed among the rest of the existing Clones. The absorption process also integrates the memories, experiences, and skills of the duplicate into Clone’s own personal memories, experiences, and skills.

When created, duplicates have a number of Power Points equal to the original’s Power Points after the Power Points have been spent to create them. The duplicate’s maximum Power Point total can never exceed the normal maximum Power Point score of Clone. Re-absorbed duplicates do not pass along any remaining Power Points to the others duplicates or Clone.

The maximum number of Clones ( including the original ) that can exist at any given time are equal to the "original" Clone’s current Hit Points ( before creating duplicates ) or the combined total of Clone’s Charisma and Endurance, whichever is less.

Duplicates have all the knowledge, skills, stats and powers of the "original" ( including the Multiplicity power ) and appear wearing the same clothing that the "original" is at the time of their creation.. Any equipment or items the "original" may have been carrying at the time of the duplicates creation do not duplicate however. The duplicates fight at the "original" Clone’s skill level and never gain experience.

If a duplicate is killed, it simply vaporizes into a dark puff of smoke that dissipates quickly and leaves behind a foul odor. Witnesses to this event have described the odor as smelling similar to burned human flesh. For 24 hours after the death of a duplicate, the maximum number of Clones that can exist is reduced by one. This effect is cumulative, so the death of two duplicates would reduce the maximum number of Clones by two for 24 hours and so on.
  
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