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 WeaknessesCursed: 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.