Healing: The character 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. The maximum bonus a character can receive is +/-8 to any one ability.
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 Expertise: Skills: The character is an expert in 1d6+2 skills. Minimum skill roll is 95% in these skills.
Heightened Mental Abilities: The character has 1d4+2 special abilities from the following list:
- Absolute Sense of Time: You always know what time it is and how much time has passed.
- Internal Compass: You always know what direction you’re traveling in.
- Lightning Calculator: You perform mathematical calculations at lightning speed.
- Photographic Memory: You can recall anything you've ever seen.
- Speed Reader: You read at superhuman speed.
- Universal Translator: You can read and/or understand any language you come into contact with.
Ice Powers: Ice Powers are now split into an A & B variety similar to Flame Powers.
(A) The Character's body generates cold & ice. As an attack it has a range of (S+E) divided by 5 inches, doing Id12 damage, with a power cost of 5 per attack. The attack creates one cubic foot of ice per point of damage caused by the attack, which clings to the target after the hit is scored. An additional point of damage per cubic foot of ice is taken by the victim during each between-turns phase when ice is still clinging to him. The ice will melt at a rate of one cubic foot each between-turns phase (after calculating bonus damage), unless maintained.
(B) This version would allow characters to generate cold, create ice shapes, as per the A version, as well as generating ice armor, w/the following modification. PR=2 per turn to maintain and/or reform Ice Armor.
Life Sense: The character can detect any organic life form with at an Intelligence of at least 1. Range = INT radius. The power does not define what or who the sentient being is, only their presence. Costs an action to perform, PR=1.
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.
Machine Control: You can control machines and electrical devices with your mind, as per the standard Lightning Control rules.
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.
Mind Blast: Attacks as Telepathy; Affects the target as though they were hit with Stun Blast. R=INT+END, PR=3.
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.
Possession: Attacks as Mind Control; Victim must save vs. INT on d100 to resist attack; if successful the character physically possesses victims body and can control his victim's physical actions, powers, abilities, etc. Possessed characters, who are conscious, may attempt to break free once per hour. R=Touch, PR=8 per hour.
Probability Control: You have the ability to alter the outcome of certain events. For every 2 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.
Psychometry/Dowsing: The character can learn the history of an item held, and possibly the emotional state of the person that used that item (Perception x 3% chance to determine the emotional state). The visions are typically vague and always from the point of view of the person who used it. For instance, a gun picked up by the Psionic character does not show who used the gun, but it may show a person who was shot with it. The psychic could then discern that the shooter was jealous of the victim and that the weapon was stolen from the victim's house. PR= 10 per use. Note that this ability usually takes an entire turn to use.
Regeneration: Regeneration no longer requires the character to expend and action, and now happens automatically between turns.
Safe Path: Using the character's inner intuition and precognitive abilities, they can determine the safest route of travel. When faced with a choice between at least two directions, the character can make an intuition roll to determine the better route. The Range = INT x 10 inches.
Modification for Stretching Powers:The character may increase his chance to hit by enlarging his hands, but each +1 to hit gives a -1 to damage. Maximum of +4/-4. PR=1 per use, like Stretching Powers defense. (
This idea was originally posted by "Doctor Foom", and I liked it, so I'm allowing its use)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.
Side Effect: Use of the character’s powers has a side-effect on the character.
1. Feedback: Use of the character’s power(s) causes damage to the character.
2. Tiring: Use of the character’s powers is fatiguing to the character. The power costs 2 x the normal PR per use.
3. Lethal: Your PC’s power(s) is slowly killing him. The exact affects of this weakness are left up to the GM and Player to work out.
4. Anything the player and GM can agree on.
I'll be adding additional info, but hopefully that's enough info to get you guys going. If you've any additional questions, shoot me a PM, or Email. I'd like to have initial character sheets by Friday, and no later than Monday, so I have time to look at them.
A few more quick notes on powersThere are some powers, such as
Gravity Control, and certain power combinations, namely
Ice Powers and
Heightened Speed, that I find be to unbalancing, so I'll be making some changes to the way they work, or I just flat out banning them. I'll post my modifications to them later.