NEW POWERS!

If Super Heroes/Heroines & Super Villains are your game, discuss them here.

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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

And 1d4 isn't that impressive as damage anyway. You'd do more damage with a good steel letter opener.
Squid-style suction cups with 'claws' inside them , especially with low damage like that, would be more appropriate for Eugenics characters, where you can load up on all sorts of minor biological features without reasonable limit if you got the budget...and you CAN make such things with the already available biological features.
So no, it doesn't warrant its own Minor Superpower IMO.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

taalismn wrote:And 1d4 isn't that impressive as damage anyway. You'd do more damage with a good steel letter opener.
Squid-style suction cups with 'claws' inside them , especially with low damage like that, would be more appropriate for Eugenics characters, where you can load up on all sorts of minor biological features without reasonable limit if you got the budget...and you CAN make such things with the already available biological features.
So no, it doesn't warrant its own Minor Superpower IMO.
No,it's more something I would alow as a combo if someone took a couple minors and get creative.
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:So no, it doesn't warrant its own Minor Superpower IMO.
No,it's more something I would alow as a combo if someone took a couple minors and get creative.[/quote]

I'm not disputing that, but if using a combo-play, personally I'd up the damage to be more in keeping with its constituent Minor powers .
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

taalism wrote:I'm not disputing that, but if using a combo-play, personally I'd up the damage to be more in keeping with its constituent Minor powers .

That's what I am saying. Give them all the abilities and damage of a claw power and the Adhesion power for the cost of two minors or write up a major power with the abilities of both, which I have done, actally. http://wiki.thedeificnmi.com/index.php? ... _the_Trade
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Climbing Claws (minor) by Stone Gargoyle

The character has claws on his hands and feet which can be used to strike for damage or for climbing.
Damage Bonus: +2d6 damage to hand and foot strikes.
Climbing skill bonus: +30% when climbing wood and stone surfaces and gets the climbing skill automatically wih this power.
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:Climbing Claws (minor) by Stone Gargoyle

The character has claws on his hands and feet which can be used to strike for damage or for climbing.
Damage Bonus: +2d6 damage to hand and foot strikes.
Climbing skill bonus: +30% when climbing wood and stone surfaces and gets the climbing skill automatically wih this power.

:ok:

Don't advertise that you've got these around the rock-friendly climbing crowd....they get INTENSE(like Eiger Sanction intense) about folks who deface climbing surfaces with such cheating and crude means as power tools.... :x
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

I made some changes to this power.

Alter Physical Structure: Photonic Being/Hologram (Major) by Stone Gargoyle

This is in the brotherhood of APS Force Fields and APS Light.
This power allows the hero to convert his body into photons and force fields.

1. Size and Strength: Unchanged

2. SDC: As a being made up of force fields, the character's altered form has a Natural AR of 14 and 700 SDC (an attacker must roll 15 or higher to strike and inflict damage). When all 700 SDC are gone, damage is done to Hit Points.
The force field SDC regenerates at the impressive rate of 2d6 per melee round, allowing him to quickly recover from any damage taken.
Projectiles, arrows, bullets, explosives, kicks and most physical attacks do only half damage even when the force field's AR is exceeded. However, blows from Extraordinary PS, Superhuman strength and Supernatural strength all do full damage, provided the roll to strike is 14 or higher.
Light, lasers and light based attacks do no damage due to the light particles (photons). He can also not be harmed by poisons, toxins, gases or disease. Magic and psionics have full effect, as do all other types of energy attacks. The superbeing does not breathe in this form.

3. Appearance Change: The superbeing's form becomes holographic and can change as desired with a mere thought, using no action to do so. He can also alter his features, becoming bigger or smaller and changing his appeaance by changing the hologram, and this includes clothing. This acts the same as a Disguise skill at 98%.

4. Shape Force Weapons: The superbeing can shape part of himself to become a carried weapon, cup, cane or whatever he desires.
Range: Weapons can be used in Hand to Hand combat, as if using a normal melee weapon, but cannot be used as thrown weapons.
Damage: The weapon inflicts the same amount of damage as the real weapon of the same type, plus PS bonus.
Bonuses: +1 to strike, parry and disarm, +2 to pull punch.

5. Other Bonuses: +5% to prowl when in photonic form.

.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Before there was Clockface: Analog, I had done a similar power called Clock Face, which is admittedly very weak for a Major power. I edited it slightly and also reworked it to be a minor power. I may continue to play with it later to make it on par with other Major powers.

Clock Face (Major) by Stone Gargoyle

"Do you have the time?"

The character has a surreal looking clock in the place of his face.

1. Clock Face: The character's face becomes a surreal clock face which is set by the Heightened Sense of Time ability. The character is thus impossible to recognize, and all distinguishing marks such as tattoos, fingerprints and footprints disappear.
Range: Self only.
Duration: Willed into effect, so even if rendered unconscious the her remains in this form.
Damage: Can head butt an opponent for 2d4 damage.
Bonuses: +1d4X10 SDC

2. Heightened Sense of Time: Basically the same as the minor superability. The character is aware of the passage of time to within 1d4 seconds of set standard time. The character is never late and can time attacks with amazing accuracy. This automatically sets the hands of the clock face.
Bonuses: +1 to disarm and dodge, +1 to pull punch and roll with impact.

3. Clock Hands: The character can use the hands of his face clock to bite opponents for 2d6 damage, with +2 to strike using them (no other bonuses applicable).
Range: 8 inches.
Damage: 2d6
Duration: Instant
Attacks: Uses one melee attack/action to strike with Clock Hands.


Clock Face (minor) by Stone Gargoyle

"Do you have the time?"

The character has a surreal looking clock in the place of his face.

1. Clock Face: The character's face becomes a surreal clock face. The character is thus impossible to recognize, and all distinguishing marks such as tattoos, fingerprints and footprints disappear.
Range: Self only.
Duration: Willed into effect, so even if rendered unconscious the her remains in this form.
Damage: Can head butt an opponent for 2d4 damage.
Bonuses: +10 SDC

2. Clock Hands: The character can use the hands of his face clock to bite opponents for 2d6 damage, with +2 to strike using them (no other bonuses applicable).
Range: 4 inches.
Damage: 2d6
Duration: Instant
Attacks: Uses one melee attack/action to strike with Clock Hands.
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:Before there was Clockface: Analog, I had done a similar power called Clock Face, which is admittedly very weak for a Major power. I edited it slightly and also reworked it to be a minor power. I may continue to play with it later to make it on par with other Major powers.

Clock Face (Major) by Stone Gargoyle

"Do you have the time?"

The character has a surreal looking clock in the place of his face.

1. Clock Face: The character's face becomes a surreal clock face which is set by the Heightened Sense of Time ability. The character is thus impossible to recognize, and all distinguishing marks such as tattoos, fingerprints and footprints disappear.
Range: Self only.
Duration: Willed into effect, so even if rendered unconscious the her remains in this form.
Damage: Can head butt an opponent for 2d4 damage.
Bonuses: +1d4X10 SDC

2. Heightened Sense of Time: Basically the same as the minor superability. The character is aware of the passage of time to within 1d4 seconds of set standard time. The character is never late and can time attacks with amazing accuracy. This automatically sets the hands of the clock face.
Bonuses: +1 to disarm and dodge, +1 to pull punch and roll with impact.

.


"One o'clock! You know what that time that is? IT'S CLOBBERIN' TIME!!!"
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

taalismn wrote:"One o'clock! You know what that time that is? IT'S CLOBBERIN' TIME!!!"
More like someone would clean their clock.
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Re: NEW POWERS!

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Echo Battalion (Major) by Stone Gargoyle

The character can create an army (1d4X200) of duplicates of himself which move in synchronized movement with him but do very little damage and which only have 1d4 SDC and no hit points. They can be created to strike fear (such an army has a Horror Factor of 16) and confusion in the enemy, as the opponent will lose the character in the crowd of dupicates. They have no attributes and so cannot lift anything and destroying them is very easy. If they strike something with a physical attack, it will only do one point of damage and if the character has energy attacks the clones will simultaneously attack for the attack type's minimum damage. They are solid and make sound, so the character can use them to deafen opponents as well by speaking and having them all speak at the same time. The army only takes a single action to create or disperse
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:Echo Battalion (Major) by Stone Gargoyle


"I'm the ultimate flash mob!"
:-D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

taalismn wrote:"I'm the ultimate flash mob!"
:-D
Now you'vegot me trying to figure our a light based power based on group dynamics.
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:
taalismn wrote:"I'm the ultimate flash mob!"
:-D
Now you'vegot me trying to figure our a light based power based on group dynamics.


Mass holographic projections?
Laser beam enhancement that allows you to bounce it off multiple (non-mirror) objects/people?
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

The Living Daylights (minor) by Stone Gargoyle

The character with this power lights up anything he touches, including the clothes he is wearing and the ground he walks on. When touching an object, the character causes that thing to glow with intense daylight. This affects inanimate objects as well as living things up to 10 cubic feet in size. The daylight let off by one of his punches or kicks does an additional 2d6 damage, plus 1d6 damage at levels 4, 8 and 12, to beings vulnerable to daylight, such as supernatural beings and vampires. Anything he strikes or touches remains illuminated for 1 melee round, plus an additional melee round per level starting at level 2. Those vulnerable to it that are lit up by this intense daylight take 2d6 damage per melee round while in contact with it until it fades. Those glowing with such daylight, whether taking damage from it or not, are -40% to prowl and use camouflage to hide. Darkness powers and magic can negate this, however, though normal darkness will not. Normal people and those not vulnerable to daylight will glow even if not taking damage. If the character strikes the face, he will temporarily blind the opponent for the duration of the power, making the opponent -10 to combat actions. Those having their body glow but not struck in the face will also be partly blinded, making them -4 to all combat actions. The character can turn this power off but not its effects, meaning once an object or person is touched the power will go the full dration even f the character decides to not affect any more objects by turning this power off, which takes one melee action (as does turning it on). As the character is himself the source of the intense light, he will himself glow while his power is activated, suffering the penalties listed above to prowl or hide. He also cannot be blinded and takes half damage from light and laser attacks. He does, however, take double damage from darkness powers and spells. If touching the ground, it will light up as if in daylight, making this power useful at night. Note that the character cannot partially activate his power to make his eyes glow so as to see in darkness or limit his power only to the attack damage. It is either fully on or off.

Other Bonuses:
+2 to initiative vs. vampires and other supernatural creatures
+2 to strike
Last edited by Stone Gargoyle on Tue Jul 21, 2020 2:31 pm, edited 1 time in total.
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:The Living Daylights (minor) by Stone Gargoyle


I like it! It already inspires hero names like LiteBrite, Glower, and Incandescence :idea: .
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

I came up with an idea for a Holographic maniplation power where the character could target other people and make them look different, as well as himself. I found this minor power by Zenvis that does what I want but it is for the character's appearance only. http://wiki.thedeificnmi.com/index.php? ... tion:_Self It could be worked into a major power to allow the character to target others within a range of 20 feet, starting with one target at level one, with an additional target at levels 4, 8, 12 1nd 15. It would cost him one action per melee round per holographic projection but could be maintained as long as the character could concentrate on it. Holographs would be limited to 10 cubic feet per target.
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abe
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Re: NEW POWERS!

Unread post by abe »

Rubber & glue(major?)
This power will cause a projectile/foe to bounce off of you & stick to a object/creature/foe of your choice!
Bonuses:1d12 a.c & 3d6 sdc.
What do you think?
howdey folks!!!!!!!!
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

abe wrote:Rubber & glue(major?)
This power will cause a projectile/foe to bounce off of you & stick to a object/creature/foe of your choice!
Bonuses:1d12 a.c & 3d6 sdc.
What do you think?


Alter Physical Structure: Rubber(Powers Unlimited Bk 1. pg. 58) or Super Bounce(Powers Unlimited Bk 1. pg. 43)
+ Bubble Glue(Powers Unlimited Bk 1. pg. 16) OR Resin(Powers Unlimited Bk 1. pg. 37) OR Sticky Globs(Powers Unlimited Bk 3. pg. 21.

You've basically tried to combine two contradictions into one (Major)power for the sake of one trick and some very negligible bonuses, when it would be better served as taking a combination of existing powers, and the character doing the bounce-and-stick-it-to-them as a combo trick or hand to hand combat action(like a parry). You also don't address the range and accuracy of the bounce, and what sort of projectiles can be reflected(what if I throw my own sticky bomb? Does it bounce?)).
Furthermore, Palladium doesn't use the d12(it's 2d6)
"a.c." I presume means 'armor class', but Palladium uses the term 'Armor Rating', and the random determiner you have means that one is more likely to get an A.R. under 10 and even get an A.R. of 1(which is as low as it goes)... ordinary CLOTH is A.R. 5 and HU APS: Rubber is actually A.R. 14..
And I can get better SDC bonuses taking a secondary Physical skill.

I think you didn't spend enough time looking at the game mechanics or the books. .
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

taalismn wrote:
abe wrote:Rubber & glue(major?)
This power will cause a projectile/foe to bounce off of you & stick to a object/creature/foe of your choice!
Bonuses:1d12 a.c & 3d6 sdc.
What do you think?


I think you didn't spend enough time looking at the game mechanics or the books. .
Does he ever?
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

The more you think about it, the worse it gets.
If I'm going to bounce a projectile off and on to somebody else, unless it's a badly-fused timed explosive(which would allow enough time not to detonate on contact with me, but hold off long enough for it to affect somebody else) or a very heavy encumbering mass(which more than likely wouldn't need an adhesive if it's heavy enough and my target weak enough), I don't want it to stick TO my target, I want it to stick IN my target.

I'd just go with the mentioned canon power combos or one of the posted attack reflection type powers, like my own 'Scapegoat' powers.

And that concludes the amount of time I'm willing to spend any more on abe's post.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

taalismn wrote:The more you think about it, the worse it gets.
If I'm going to bounce a projectile off and on to somebody else, unless it's a badly-fused timed explosive(which would allow enough time not to detonate on contact with me, but hold off long enough for it to affect somebody else) or a very heavy encumbering mass(which more than likely wouldn't need an adhesive if it's heavy enough and my target weak enough), I don't want it to stick TO my target, I want it to stick IN my target.

I'd just go with the mentioned canon power combos or one of the posted attack reflection type powers, like my own 'Scapegoat' powers.

And that concludes the amount of time I'm willing to spend any more on abe's post.
A lot of it has to do with how the ability is explained. He gave no rational dynamic on how the power would work, so it sounds like a power combo, which it probably is. Now if he'd made it a ball with spikes that exploded that a character generated like a matter expulsion, and the ball itself bounced from things it did not stick to, that might be a power. But alas, he failed to make a new power and merely wrote an unfleshed idea.
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Create Explosive Objects: Blowfish (minor) by Stone Gargoyle

The character's body generates gelatinous orbs full of water which he can throw to attack an opponent. The orbs act as timed explosives. If thrown lightly, upon attaching themselves to a target, the spikes do 2 points of SDC damage. Trying to remove the orbs, or if the orbs are thrown hard at a target, the resulting explosion of water and spikes will do 2d6 points of damage to the target, double damage to opponents vulnerable to water attacks. The range of a lightly thrown orb is the standard throwing distance of the character, but they can be shot from his hands as an attack for a range of 40 feet. If unremoved, the orb will also explode for the damage after one melee round (15 seconds). If an explosive orb accidentally attaches itself to himself or an unintended target, the character can cause it to dissolve before exploding, using one melee attack/action, but he must do so before the time that it explodes. Generating and shooting or lightly throwing an orb also uses only one melee attack. PP bonuses and bonuses for using thrown weapons apply, and the character is +1 to strike throwing the orbs. There is no limit to the number generated per melee; he can use one as an attack for as many attacks as he has and gets an additional attack per melee round for using this power.
Last edited by Stone Gargoyle on Sun Oct 11, 2020 11:55 pm, edited 5 times in total.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Fatigue (minor) by Stone Gargoyle

The character can drain the energy out of those in range of her, sapping their ability to think and move very quickly.
Actions: Uses one melee attack/action to draw the energy.
Saving Throw: Sixteen or better, no bonuses apply
Range: Touch at level one; for a range of ten feet per level, line of sight, starting at level 2
Duration: Targets are affected for one melee round per level of experience
Penalties to Target Affected:
-2 to strike, parry, dodge (and no autododge possible), disarm, and roll with punch
Attacks are for half damage
-10% to all skill rolls
PS bonuses are half and lifting/carry weight is reduced to half
Spd reduced to half
Attacks reduced to half
-2 penalty to all saving throws
Bonuses to Character
+1d4 PE
+2d6 to Spd
+1d4 to SDC
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:Create Explosive Objects: Blowfish (minor) by Stone Gargoyle.


In the spirit of the Japanese military, who LOVE calling things 'special operations', I dub thee "Special Attack FUGU". :P
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

taalismn wrote:
Stone Gargoyle wrote:Create Explosive Objects: Blowfish (minor) by Stone Gargoyle.


In the spirit of the Japanese military, who LOVE calling things 'special operations', I dub thee "Special Attack FUGU". :P
Ah, but think of all the tactical applications of throwing a spiked water bomb.

After looking up fugu, I realized that a natural power combo for this power is Venomous Attack (minor) with the type of venom being paralytic poison. The venom would be delivered by the spikes on the orb. Genius.

Okay, so here goes...

Create Explosive Objects: Blowfish (Major) by Stone Gargoyle

The character's body generates spiked gelatinous orbs full of fluid which he can throw to attack an opponent. The orbs act as timed explosives. If thrown lightly, upon attaching themselves to a target, the spikes do 1d4 points of SDC damage and the target must save vs. paralytic poison (16 or higher). If an arm or leg, the character funcions without its use. One melee round later, the entire body is paralyzed by the neral toxin for 1d6+2 melee rounds. Trying to remove the orbs, or if the orbs are thrown hard at a target, the resulting explosion of water and spikes will do 2d6 points of damage to the target, double damage to opponents vulnerable to liquid attacks, and the target and anyone trying to help must again save vs. the paralytic poison. The range of a lightly thrown orb is the standard throwing distance of the character, but they can be shot from his hands as an attack for a range of 40 feet. If unremoved, the orb will also explode for the damage and effects listed above after one melee round (15 seconds). If an explosive orb accidentally attaches itself to himself or an unintended target, the character can cause it to dissolve before exploding, using one melee attack/action, but he must do so before the time that it explodes. Generating and shooting or lightly throwing an orb also uses only one melee attack. PP bonuses and bonuses for using thrown weapons apply, and the character is +1 to strike throwing the orbs. There is no limit to the number generated per melee; he can use one as an attack for as many attacks as he has and gets an additional attack per melee round for using this power. The character himself is immune to the effects of all types of poison.
Last edited by Stone Gargoyle on Mon Oct 12, 2020 8:51 am, edited 2 times in total.
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:
Create Explosive Objects: Blowfish (Major) by Stone Gargoylen.


"Hard to tell what killed this man first: the explosion or the neurotoxin."

Oh, and the word you're looking for is 'gelatinous'.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

taalismn wrote:the word you're looking for is 'gelatinous'.
I knew that. But I copied and pasted so the error wound up being in both versions. It is corrected now.
taalismn wrote:"Hard to tell what killed this man first: the explosion or the neurotoxin."
It's paralytic poison. Blowfish don't have lethal venom so I made it what they have. Feel free to adjust it accordingly, however, for your own games.
Last edited by Stone Gargoyle on Mon Oct 12, 2020 8:49 am, edited 1 time in total.
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:
taalismn wrote:the word you're looking for is 'gelatinous'.
I knew that. But I copied and pasted so the error wound up being in both versions. It is corrected now..


Thanks..'gelatinous' is one of those wonderful words that, spelled and said right, just sounds suggestively...jiggly, slimy, clammy, oozy.... :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: NEW POWERS!

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I got into a new place and now have access to my books, so I'll be posting a lot more here soon. More gelatinous powers you say? We'll see.
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:I got into a new place and now have access to my books, so I'll be posting a lot more here soon. More gelatinous powers you say? We'll see.


All the more reasons to dread jello. :twisted:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: NEW POWERS!

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Enhanced Energy Expulsion: Light (Major) by Stone Gargoyle

"All I need is a little focus."

The character can shoot light beams from his hands which can be amplified by the use of crystal formations on his knuckles.

1. Energy Expulsion: Light: Same as the minor superability but slightly modified. This is the ability to shoot laser beams from the character's knuckles. With practice, the character can regulate the amount of damage in increments of 1d6.
The character can also radiate light from his knuckles like a human light bulb. Equal to about 100 watts, plus 25 watts per level of experience. Even at first level he can radiate enough light to light up a 20X20 foot (6X6 m) room.
Range: 600 feet (183 m)
Damage: 2d6 + 1d6 per each level of experience, or blinding flash; the victim (as many as five grouped closely together) are momentarily blinded (-8 on all combat rolls) for one melee round. The blinding flash if only effective at close range: 10 feet (3m)
Special: Same as Energy Expulsion: Energy.
Duration: Instant
Attacks Per Melee: Each energy blast counts as one melee atack/action; dual, simultaneous divides blasts also count as ne melee attack/action.
Bonuses: +3 to strike on an aimed shot. +1 if shooting wild. Furthermore, the character is resistant to radiation (half damage).

2. Crystal Knuckles: The character also has crystal formations on his knuckles resembling brass knuckles which add +1d6 damage to his punches. He can charge the knuckles for energy damage added to his strikes of +2d6 (total bonus to strike would then be +3d6). He can also add +100 feet and +2d6 damage to his ranged energy attacks listed above by focusing on activating the crystal knuckles. The crystal knuckles each have 20 SDC (total of 40 for both hands). He can also use the knuckles to parry melee weapons and light/laser attacks without injury (do not subtract damage from the knuckles if an ordinary parry, only if the attack is specifically out to hit and damage the knuckles. If destroyed, the knuckles take an hour to regenerate before they are usable again.
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Re: NEW POWERS!

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I made some slight modifications to my Twin Tentacles minor superability, so here is the modified version:

Twin Tentacles (minor) by Stone Gargoyle

The super being has a pair of tentacles which are prehensile and similar to those of an octopus. They can be used to operate machines, press buttons, pull levers, turn knobs, work a computer key pad, and pick up and carry items, tools and weapons with surprising agility. They can be located on his head, sprouting from his shoulders or back, coming out of his elbows or knees, or located on his sides under his arms or on his hips. Tentacles are 3 feet long.

P.S. of Tentacles: Regardless of the super being's usual level of strength, the tentacles have a P.S. of 2d6+10 which is considered Superhuman for the purpose of lifting and carrying. This is a separate P.S. rating specifically applied to the tentacles and does not affect the character's normal strength/P.S. attribute.

Damage: Tentacles can be used to punch or whip opponents to inflict 1d8 (or 2d4) damage.

Limitations: The character can only take this power once and cannot be taken more than once to stack bonuses; he is limited to two tentacles. If more tentacles are desired, it is recommended that the Tentacles power from the HU2 main rule book or Prodigious Multiple Limbs from PU3 be taken instead.

Tentacle SDC: Each tentacle has 20 SDC; if a tentacle is severed or destroyed (loses all SDC), the character suffers 3d6 damage from his regular SDC reserve. He also loses the extra attack provided by having two tentacles. The tentacle takes 24 hours to regenerate.

Bonuses:
+25% to the climbing skill
+1 attack per melee round
+2 to strike, parry and entangle with tentacles
+2 to disarm with tentacles
Last edited by Stone Gargoyle on Sat Oct 17, 2020 9:36 am, edited 2 times in total.
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Re: NEW POWERS!

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I also did a revised version of APS: Electricity in another thread that I will repost here so it doesn't get lost.

Alter Physical Structure: Electricity - Revised (Major) by Stone Gargoyle
Based on new material provided by Wayne Breaux, Jr and Glen Evans

This is an incredible transformation into a living electrical conduit and battery, as well as the ability to manipulate and control aspects of electricity. The superbeing either ripples with electrical energy with energy crackling from the eyes, or actually tuns into a humanoid who appears to be an energy beng composed of electricity.

1. Electrical SDC: The character's body becomes energy, gaining an additional 40 SDC and capable of healing at an increased rate (4D6 SDC points per ten minutes). When the character is reduced to zero SDC, he loses the ability to stay transformed and cannot access any of these powers.
The character's body is a powerful electric field that makes him semi-invulnerable. Attackers using conventional weapons such as clubs, knives, or guns must roll a 15 or higher to strike and do damage. Any roll less than 15 bounces off the natural armor rating harmlessly doing no damage to the character. Physical attacks will do damage if the attacker rolls 15 or higher, however anyone who physically hits or touches the electrically charged person also suffers 2D6 points of damage. All attacks above a roll of 15 strike and do their normal amount of damage. The only exceptions are electrical and lightning attack but they do no damage, while all fire and energy attacks do half damage. Shadow powers/bolts, force bolts, and sound (sonic) attacks also do full damage.

2. Electrical Attacks: The character is able to shoot electrical energy from his fingers or eyes. The electricity is shocking, so when hit by an attack, flesh and blood opponents have a 01-50% chance of being knocked down, losing initiative and one melee attack/action. Machines hit by the electricity will overload, being rendered useless for 1d6 minutes, including robots and power armor as well as electric drills and computers.

A) Electrical Ray: This is the character's most powerful blast.
Range: 100 feet (30.5 m) + 20 feet (6 m) per level of experience.
Damage: 1D6x10+2 per level of experience, plus the chance of knockdown and the machine disruption.
Duration: Instant
Attacks per Melee: Each blast counts as one melee attack/action.
Bonus: +2 to strike with electrical ray

B) Mini Lightning Bolt: The character can release a small electrical energy bolt that does little physical harm but can potentially knock opponents down and disrupt machines.
Range: 100 feet (30.5 m) + 20 feet (6m) per level of experience.
Damage: 1D6 SDC only, plus the chance of knockdown and machine disruption.
Duration: Instant
Attacks Per Melee: Uses one melee attack

C) Lightning Bolt: The character can release streams of electricity in the form of lightning. Whatever is directly hit by the lightning bolt takes full damage. Everything within 5 feet (1.52 m) per level of experience of the intended target takes 2D6 points of damage. Plus the chance of knockdown and machine disruprion for everything taking damage from the bolt.
Range: 300 feet (91.5 m) + 30 feet (9 m) per level of experience, plus 5 foot radius around strike point.
Damage: 5D6 +2 points of damage per level of experience to main target, plus 2D6 damage to everything in range. Plus chance of knockdown and machine disruption.
Duration: Instant
Attacks per Melee: Equal to the character’s hand to hand attacks/actions.
Bonus: +3 to strike.

3. Electrical Travel: The character becomes a being of pure electrical energy, making it possible for him to travel through electrical conductive materials at supersonic speed or travel through the air as lightning.

A) Line Transit: The character can travel along wires and cables at a rate of one mile per melee action but is limited in this form of travel by the need for wires to travel throgh. He also requires an outlet/exit point, such as a receiver, open telephone line, modem, electrical outlet, etc. If someone is touching the exit point, they will take 2D6 damage and have a 01-50% chance of being knocked down, losing initiative and one melee attack/action.
The effective range on this is 300 miles; attempting to travel further than that requires a navigation roll- Base Skill: 55% +4% per level of experience (-5% penalty for every 300 miles of distance). A failed roll means that the character emerges 3-18 miles from his target location (roll 3D6 to determine the distance). If the location is unfamiliar, he is in a strange place and does not know where he is until he can get out and ask directions. The character will need to find out where he is before he can try again.
The character can also use this ability to hide inside wiring and machines, and he can potentially overload a machine wle inside it, overloading it for 1D6 minues.
Range: 300 miles (1600 km) before needing to navigate; effectivelly unilimited.
Duration: Can remain in wiring indefinitely and can even occupy machines in this manner
Damage: None, but the character can choose to do 2D^ damage upon exiting to anyone holding the exit point (as in a phone or electrical outlet
Attacks per Melee: Counts as two melee attacks/actions to enter or exit wiring
Note: Furthermore, because the character is actually inside a computer, he can engage in physical combat and use all of his abilities in cyberspace (See Galaxy Guide™ sourcebook for further details).

B) Electric Flight: The individual can transform into a bolt of living energy and rocket himself short distances.
Maximum Range: One mile (1.6 km, max. speed 300 mph, min. speed 200mph. A full speed body block or ram at this speed does 1D4X10 damage and has a 01-50% chance of knocking the target down, making them lose initiative and one melee attack/action. It will also overload machines if hitting them, making them lose function for 1D6 minutes.
Duration: One melee (15 seconds)
Damage: None except from ramming/collisions, or will overload machines if passing closer than 5 feet from them (losing function for 1D6 minutes)
Attacks per Melee: Counts as two melee attacks/actions
Note: This is not Flight: Energy, so the character cannot hover over the ground. Nor can the character regulate his speed.

4. Generate Electricity: The character can generate a field of electrical energy around himself or another person with a radius of four feet (1.2 m) per level of experience. This electric field can be used to trap and attack. Anyone who touches the electric field or tries to pass through it suffers damage.
Range: Self or other person up to 10 feet (3 m) away. The electric field has a four foot (1.2 m) radius per level of experience.
Damage: 3D6 +1D6 per level of experience to anyone who touches it. The person in the middle of the field is not harmed by the electricity unless he tries to flee or touch it. Flesh and blood creatures caught in the field can potentially be knocked down (01-50% chance, losing initiative and one melee attack/action) , and machines will overload, losing power while in the field and 1D6 minutes after leaving the field
Duration: Concentration. He can maintain it indefinitely as long as he concentrates, but this makes it difficult to do anything else.
Attacks per Melee: Creating and sustaining the electric field counts as four attacks/actions whether placed around himself or others.

5. Other Abilities and Bonuses:
Character has a Horror Factor of 14
+15% to computer and electrical skills
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

And here is an alternate version of Twin Tentalces that is closer to what I need for a specific NPC I plan to write up.

Triple Tentacles (minor) by Stone Gargoyle

The super being has a triad of tentacles which are prehensile and similar to those of an octopus. They can be used to operate machines, press buttons, pull levers, turn knobs, work a computer key pad, and pick up and carry items, tools and weapons with surprising agility. They sprout as a cluster from one of his elbows, replacing his forearm and hand, and are 3 feet long.

P.S. of Tentacles: Regardless of the super being's usual level of strength, the tentacles have a P.S. of 10 which is considered Superhuman for the purpose of lifting and carrying. This is a separate P.S. rating specifically applied to the tentacles and does not affect the character's normal strength/P.S. attribute.

Damage: Tentacles can be used to punch or whip opponents to inflict 2d6 damage.

Limitations: The character can only take this power once and cannot be taken more than once to stack bonuses; he is limited to three tentacles. If more tentacles are desired, it is recommended that the Tentacles power from the HU2 main rule book or Prodigious Multiple Limbs from PU3 be taken instead.

Tentacle SDC: Each tentacle has 20 SDC; if a tentacle is severed or destroyed (loses all SDC), the character suffers 3d6 damage from his regular SDC reserve. If he loses two of the three tentacles, he loses the extra attack provided by having two tentacles. The tentacle takes 24 hours to regenerate.

Bonuses:
+40% to the climbing skill
+1 attack per melee round
+3 to strike, parry and entangle with tentacles
+3 to disarm with tentacles
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Re: NEW POWERS!

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Generate Electricity (minor) by Stone Gargoyle

The character can generate a field of electrical energy around himself or another person with a radius of ten feet per level of experience. This electric field can be used to trap and attack. Anyone who touches the electric field or tries to pass through it suffers damage.
Range: Self or other person up to 100 feet away. The electric field has a ten foot (1.2 m) radius per level of experience.
Damage: 5D6 +1D6 per level of experience to anyone who touches it. The person in the middle of the field is not harmed by the electricity unless he tries to flee or touch it. Flesh and blood creatures caught in the field can potentially be knocked down (01-50% chance, losing initiative and one melee attack/action) , and machines will overload, losing power while in the field and 1D6 minutes after leaving the field
Duration: Concentration. He can maintain it indefinitely as long as he concentrates, but this makes it difficult to do anything else.
Attacks per Melee: Creating and sustaining the electric field counts as four attacks/actions whether placed around himself or others.
Note: The character himself is not harmed by his own electricity and he is resistant to electrical and energy attacks in general (half damage).
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Re: NEW POWERS!

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Alter Physical Structure: Fire - Revised (Major) by Stone Gargoyle

This is an incredible transformation into a living furnace and firestorm, as well as the ability to manipulate and control aspects of fire.

1. Flaming SDC: The character's body becomes fire, gaining an additional 50 SDC and capable of healing at an increased rate (4D6 SDC points per ten minutes). The character reverts to normal when reduced to zero SDC or if rendered unconscious. The fire form cannot be maintained without sufficient amounts of oxygen. Furthermore, the fire will use up oxygen rapidly, so the fiery form is a liability in an airtight compartment.
The character's body is a powerful furnace that makes him semi-invulnerable. Attackers using conventional weapons such as clubs, knives, or guns must roll a 14 or higher to strike and do damage. Any roll less than 14 bounces off the natural armor rating harmlessly doing no damage to the character and burning the attacker. Physical attacks will do damage if the attacker rolls 14 or higher, however anyone who physically hits or touches the flaming person also suffers 4D6 points of damage, double if using a wooden implement to strike. Bullets will melt when hitting the character and knives will become too hot to hold and there is a 01-50% chance the weapon will be dropped. All attacks above a roll of 14 strike and do their normal amount of damage. The only exceptions are heat, fire and plasma attacks but they do no damage. Psionic attacks, electricity, lasers, energy blasts, explosions, magic and cold and water attacks do full damage and may be able to ignore the Natual AR completely, as in the case of psionics and explosions. Intense cold, ice, chemicals, or being doused with large amounts of water may extinguish the flame, forcing the character to revert to normal. Such attacks have a 01-40% chance of successfully dousing the flame. System shock prevents the character from using his power for 2D4 melee rounds.
Because he is invulnerable to fire, even in human form, the character can eat fire or flaming liquid with no ill effect, as well as walk on hot coals or juggling coal or balls of fire.

2. Flame Attacks: The character can create a number of types of attacks using his flame.

A) Breathe Fire: The superbeing can breathe forth a blast of fire. This is a short-range attack and can be performed in hman as well as fire form.
Range: Six feet +1 foot per level of experience
Damage: 1D6 +1 per each level of experience
Duration: Instant
Attacks Per Melee: Each Fire Breath attack counts as one melee attack/action
Bonus: +1 to strike

B) Continuous Bolt of Flame: The character can shoot forth a bolt or tongue of flame from his hands much like a flamethrower. The flame can be continuously maintained throgh concentration until mentally extinguished by the superbeing. The degree of control is so exact that the character can ignite one finger and use the flame like an acetylene torch, regulating the flame's length and intensity.
Range: 12 feet +6 feet per level of experience
Damage: 2D6 +1D6 per level of experience per hand. The amount of damage can be regulated to do as little as 1D6. Damage is calculated er hand, so using both hands to fire at a target would do 4D6 +2D6 damage per level, or he can fire at two separate targets simultaneously. The widest the bolt of fire can get is if both ahnds are used with fingers spread apart, cutting a flaming swath about two feet wide.
Duration: Instant. The longest the character can maintain a flamethrower blast (continuous flame) is two melee rounds
Attacks Per Melee: A single short blast only uses one melee attack/action. The character can fire blasts from both hands at two different targets and it only counts as one melee attack/action. A continuous blast for the two melee rounds would count as three melee attacks/actions.
Bonuse: +4 aimed. Shooting wild or while flying gets no bonus.

C) Fire Ball: The superbeing can create and hurl a ball of flame that dissipates upon impact. The size of the fire ball and the amount of damage it inflicts can be reguated by the superbeing in increments of 1D6 up to the maximum.
Range: 300 feet +30 feet per level of experience
Damage: 3D6 +1D6 per level of experience
Duration: Instant
Attacks Per Melee: Each Fire Ball counts as one melee attack/action
Bonus: +3 to strike

3. Create a Wall or Circle of Flame: The superbeing is able to create a wall or circle of flame to trap others, or to block passages. The walls of flame are 6 feet deep, up to 24 feet tall, and can circle as much as a 20 foot radius.
Range: 100 feet +10 feet per level of experience
Duration: Six melee rounds per level of experience.
Attacks Per Melee: uses 2 melee attacks to create, then two additional per melee round to maintain.
Bonus: Must aim to target the location where he lays down his wall, which he is +4 to do.
Damage: Anything hit by or passing through the wall takes 4D6 damage
Deadly Heat Effect From Circle of Flame: The character can radiate heat and increase the temperature by 50 degrees Fahrenheit every melee. Thus, within a few minutes the character can generate heat so stifling that even entering the area causes pain and discomfort to normal people. Note: Each increase and maintenance of the increased level of heat uses up one additional melee attack/action. The initial level of heat generated by the fire starts at 90 degrees Fahrenheit. Hot but tolerable.
Levels of Heat:
140 degrees Fahrenheit causes discomfort, shortness of breath and intense perspiration. People within the heat radius are likely to pass out (01-50% likelihood). Roll for every eight minutes of exposure.
190 degrees Fahrenheit causes extreme discomfort, blurs vision, causes great difficulty breathing, and 1D4 damage for every one minte of exposure. 01-70% chance of passing out after six melee rounds. Victims of the heat are -2 to strike, parry and dodge, and -25% on skill performance.
200 to 400 degrees Fahrenheit is unbearable for most humans. Those caught in this environment will be unable to open their eyes for more than a second (effectively blind; no initiative and -8 on all combat moves), and it is extremely difficult to breathe. More importantly, highly combustible materials will burt into flame and the searing heat inflicts 1D6 damage for every melee round of exposure t the heat. 01-80% chance of people passing out after every 30 seconds (two melee rounds) and victims of the heat are blind, in pain and -70% to perform skills. All they will want to do is get out. Prolonged exposure, more than three minutes without any sort of protective suit, will cause first and second degree burns on the skin (2D6 damage per melee round). Any longer than that and the victim dies; reduce remaining Hit Points and SDC to 1D4X10 below zero.
500 Degrees Fahrenheit causes immediate pain, blindness (cannot open eyes), immediate and severe labored breathing (heat will actually burn lungs), and does 4D6 damage every melee round. 01-90% chance ofthose exposed to pass out every melee round. Highly combustible materials burst into flame upon contact. Other combustibles like paper, hair and clothing will catch fire within 1D4+1 melee rounds.
700+ degrees Fahrenheit creates unbearable pain, 6D6 damage per melee round, and breathing is impossible. Victims are -10 to all combat rolls and have no inttiative. All they will want to do is flee. 01-95% chance of passing out per melee round. Combustible materials will be set ablaze within two melee rounds. Those not killed by the heat will die from suffocation. 2nd and 3rd degree burns result from short exposure to this heat.

4. Radiate Heat: The character can act as a protable furnace to generate heat. The heat either radiates around him or around one particular area in which he has fixed his gaze. This power is typically used to warm an area from cold and dampness or make an area uncomfortably hot and distracting.
Range: Heat can be radiated up to 15 feet +5 feet per level of experience
Damage: Special; no higher than 140 degrees Fahrenheit
Duration: Cain maintain indefinitely
Attacks Per Melee: Counts as two melee attacks/actions.

5. Flight: The character might possibly be able to fly using this power. The player can roll to determine whether or not his/her character can fly:
01-50% Can Fly in flame form
52-00% Cannot Fly in flame form. The player can roll again to see if flight abilities have developed at levels 3, 6, 9 and 12.
If the character can fly, they get the following superability:
Flaming Flight: The character expels flame as he rockets himself forward and leaves a flaming trail for everyone to see.
Speed: 160mph plus 20mph per level of experience
Maximum Altitude: 2000 feet
Bonuses In Flight: The character can hover several inches above the ground in combat in order to use his full bonuses.
+1 attack per meleee
+1 to strike and parry
+2 to dodge when hovering or flying at speeds under 80mpg, +4 to dodge when flying at speeds around 80mph or faster
6d6 body block/tackle damage, +4 to damage for every 20mph of flight speed
Energy Trail: When actually flying and not just hovering, the character leaves an 8-12 foot energy trail that does 1d6 damage to anything hit by it.

6. Super Nova The Super Nova is usually a last ditch attack born in desperation, in which the hero overheats and literally explodes. The experience is usually fatal to the superbeing.
Range: Self and surrounding area
Duration: One melee to activate, blast remains burning for five melee rounds
Attacks per melee: One, but requires eight melee rounds (two minutes) of concentration prior
Damage: Special; automatically hits everyting in the blast radius
The Fiery Explosion: Total Blast Radius - 700 feet
10,000 points of damage to a 100 foot radius from the center of the explosion
5000 points of damage for the next 100 feet
1000 points of damage for the 100 feet after that
500 points of damage for the fqllowing 200 feet
100 points of damage for the subsequent 200 feet
Survivability For /character: Roll on the following table to see if the character survives:
01-10% Character lives, no permanent damage, unable to use power for 1D4 weeks
11-25% Character survives but permanently loses this superability with no chance of ever getting it back
26-40% Character survives but permanently loses all superabilities!
41-85% Character is atomized
86-00% Character survives and their power mutates into a new, totally different one (roll for a new power). And they become slightly insane (roll on Insanity tables, Nerosis and Phobia.

7. Other Abilities and Bonuses:
Character has a Horror Factor of 14

8. Other Notes: Turning into flame makes walking and touching normal surroundings, plet alone lobbing fire balls, extremely dangerous. There is always the threat of setting objects, buildings, and the area ablaze when touched by the flame. The floowing table can be used. It indicates the chance of a particular type of material catching fire.
20% - Vehicles
45% - Wooden Structures
65% - Warehouses or Abandoned Dwellings (old)
60% - Old, Dry Wood Structures
65% - Dry Grass or Woodlands
70% - Typical Home, Apartment or Office
80% - Flammable Materials or Chemicals
80% - Ignite Explosives
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Pepsi Jedi
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Re: NEW POWERS!

Unread post by Pepsi Jedi »

Stone Gargoyle wrote:I made some changes to this power.

Alter Physical Structure: Photonic Being/Hologram (Major) by Stone Gargoyle

This is in the brotherhood of APS Force Fields and APS Light.
This power allows the hero to convert his body into photons and force fields.

1. Size and Strength: Unchanged

2. SDC: As a being made up of force fields, the character's altered form has a Natural AR of 14 and 700 SDC (an attacker must roll 15 or higher to strike and inflict damage). When all 700 SDC are gone, damage is done to Hit Points.
The force field SDC regenerates at the impressive rate of 2d6 per melee round, allowing him to quickly recover from any damage taken.
Projectiles, arrows, bullets, explosives, kicks and most physical attacks do only half damage even when the force field's AR is exceeded. However, blows from Extraordinary PS, Superhuman strength and Supernatural strength all do full damage, provided the roll to strike is 14 or higher.
Light, lasers and light based attacks do no damage due to the light particles (photons). He can also not be harmed by poisons, toxins, gases or disease. Magic and psionics have full effect, as do all other types of energy attacks. The superbeing does not breathe in this form.

3. Appearance Change: The superbeing's form becomes holographic and can change as desired with a mere thought, using no action to do so. He can also alter his features, becoming bigger or smaller and changing his appeaance by changing the hologram, and this includes clothing. This acts the same as a Disguise skill at 98%.

4. Shape Force Weapons: The superbeing can shape part of himself to become a carried weapon, cup, cane or whatever he desires.
Range: Weapons can be used in Hand to Hand combat, as if using a normal melee weapon, but cannot be used as thrown weapons.
Damage: The weapon inflicts the same amount of damage as the real weapon of the same type, plus PS bonus.
Bonuses: +1 to strike, parry and disarm, +2 to pull punch.

5. Other Bonuses: +5% to prowl when in photonic form.

.


I'm digging this.

I have a few questions though.

1: Holographic/Photonic form: Do you LOOK like a hologram. I.E. look like Cortana, or a 'being made of light' or do you just look like a person. I.E. The Doctor from Voyager, or Joi from Bladerunner 2049?
The power allows for changing one's physical appearance, but if it's 'change it, but you look holographic/lighty, no matter what you change into' that's one thing. If you're like the Doctor of Joi and you look 'real' it's another. You could effectively mimic anyone/anything

2: As written it looks like APS: Human force field, minis the force bolt power + Appearance change. (Which is fine, some powers are very close to one another) But can you become intangible, like APS light, or.... a true hologram? Where you're visible but unable to be touched/touch things?

To me this would set the power apart from APS: Human Force field, and truly make it stand out as APS Hologram/Photonic. The ability to be 'soft light' (Intangible) or 'hard light (Force field, or holograms like from Star Trek that can touch/hurt). Now this may be 'intended' in the above power. But forgot to be mentioned in the write up as it's taken as a given. But I thought I'd ask.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Pepsi Jedi wrote:
Stone Gargoyle wrote:I made some changes to this power.

Alter Physical Structure: Photonic Being/Hologram (Major) by Stone Gargoyle

This is in the brotherhood of APS Force Fields and APS Light.
This power allows the hero to convert his body into photons and force fields.

1. Size and Strength: Unchanged

2. SDC: As a being made up of force fields, the character's altered form has a Natural AR of 14 and 700 SDC (an attacker must roll 15 or higher to strike and inflict damage). When all 700 SDC are gone, damage is done to Hit Points.
The force field SDC regenerates at the impressive rate of 2d6 per melee round, allowing him to quickly recover from any damage taken.
Projectiles, arrows, bullets, explosives, kicks and most physical attacks do only half damage even when the force field's AR is exceeded. However, blows from Extraordinary PS, Superhuman strength and Supernatural strength all do full damage, provided the roll to strike is 14 or higher.
Light, lasers and light based attacks do no damage due to the light particles (photons). He can also not be harmed by poisons, toxins, gases or disease. Magic and psionics have full effect, as do all other types of energy attacks. The superbeing does not breathe in this form.

3. Appearance Change: The superbeing's form becomes holographic and can change as desired with a mere thought, using no action to do so. He can also alter his features, becoming bigger or smaller and changing his appeaance by changing the hologram, and this includes clothing. This acts the same as a Disguise skill at 98%.

4. Shape Force Weapons: The superbeing can shape part of himself to become a carried weapon, cup, cane or whatever he desires.
Range: Weapons can be used in Hand to Hand combat, as if using a normal melee weapon, but cannot be used as thrown weapons.
Damage: The weapon inflicts the same amount of damage as the real weapon of the same type, plus PS bonus.
Bonuses: +1 to strike, parry and disarm, +2 to pull punch.

5. Other Bonuses: +5% to prowl when in photonic form.

.


I'm digging this.

I have a few questions though.

1: Holographic/Photonic form: Do you LOOK like a hologram. I.E. look like Cortana, or a 'being made of light' or do you just look like a person. I.E. The Doctor from Voyager, or Joi from Bladerunner 2049?
The power allows for changing one's physical appearance, but if it's 'change it, but you look holographic/lighty, no matter what you change into' that's one thing. If you're like the Doctor of Joi and you look 'real' it's another. You could effectively mimic anyone/anything

2: As written it looks like APS: Human force field, minis the force bolt power + Appearance change. (Which is fine, some powers are very close to one another) But can you become intangible, like APS light, or.... a true hologram? Where you're visible but unable to be touched/touch things?

To me this would set the power apart from APS: Human Force field, and truly make it stand out as APS Hologram/Photonic. The ability to be 'soft light' (Intangible) or 'hard light (Force field, or holograms like from Star Trek that can touch/hurt). Now this may be 'intended' in the above power. But forgot to be mentioned in the write up as it's taken as a given. But I thought I'd ask.

1: I was aiming towards the Doctor from Voyager

2: Becoming soft light was something that I had not thought of. That is a very good suggestion. I may have to revisit the power and modify it some.
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Is this better?

Alter Physical Structure: Photonic Being/Hologram (Major) by Stone Gargoyle

This is in the brotherhood of APS Force Fields and APS Light.
This power allows the hero to convert his body into photons and force fields.

1. Size and Strength: Unchanged

2. SDC: As a being made up of force fields, the character's altered form has a Natural AR of 14 and 700 SDC (an attacker must roll 15 or higher to strike and inflict damage). When all 700 SDC are gone, damage is done to Hit Points.
The force field SDC regenerates at the impressive rate of 2d6 per melee round, allowing him to quickly recover from any damage taken.
Projectiles, arrows, bullets, explosives, kicks and most physical attacks do only half damage even when the force field's AR is exceeded. However, blows from Extraordinary PS, Superhuman strength and Supernatural strength all do full damage, provided the roll to strike is 14 or higher.
Light, lasers and light based attacks do no damage due to the light particles (photons). He can also not be harmed by poisons, toxins, gases or disease. Magic and psionics have full effect, as do all other types of energy attacks. The superbeing does not breathe in this form.

3. Appearance Change: The superbeing's form becomes holographic and can change his appearanceas desired with a mere thought, using no action to do so. He can also alter his features, becoming bigger or smaller and changing his appeaance by changing the hologram, and this includes clothing. This acts the same as a Disguise skill at 98%. The character can also make himself totally invisible or merely translucent. When invisible, the character cannot be seen and does not have a heat signature, so he is undetectable by any means other than touch and is 98% to prowl. If translucent, the character is still visible but can be seen through, and is merely +15% to prowl.

4. Shape Force Weapons: The superbeing can shape part of himself to become a carried weapon, cup, cane or whatever he desires.
Range: Weapons can be used in Hand to Hand combat, as if using a normal melee weapon, but cannot be used as thrown weapons.
Damage: The weapon inflicts the same amount of damage as the real weapon of the same type, plus PS bonus.
Bonuses: +1 to strike, parry and disarm, +2 to pull punch.

5.Soft Light Intangibility: As a stunt, the character can render himself intangible. Making himself intangible uses one melee attack/action, as does turning himself back to solid form. The character can make himself intangible once per hour for his ME number in minutes. He is so limited because he loses cohesion when intangible and could dissipate if using the power longer than its limits. When intangible, the character is immune to physical attacks both melee and projectile but is still vulnerable to magic, psionics and energy attacks as listed above. He can also pass through solid objects.

6. Other Bonuses: +5% to prowl when in normal photonic form.
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abe
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Re: NEW POWERS!

Unread post by abe »

Haha-you can cause any foe that your aware of within 25 feet to fall down with laughter! The laughing lasts 1d12 rounds, but can be renewed up to 3 times per foe per day, but only after the previous use has ended!
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

abe wrote:Haha-you can cause any foe that your aware of within 25 feet to fall down with laughter! The laughing lasts 1d12 rounds, but can be renewed up to 3 times per foe per day, but only after the previous use has ended!
I think there is something like this in one of the Rifters already. Your duraion is for too long and is specific to certain foes? No. Just no.
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:
abe wrote:Haha-you can cause any foe that your aware of within 25 feet to fall down with laughter! The laughing lasts 1d12 rounds, but can be renewed up to 3 times per foe per day, but only after the previous use has ended!
I think there is something like this in one of the Rifters already. Your duraion is for too long and is specific to certain foes? No. Just no.


And Palladium does not use d12s. I've already pointed this out on this page.
As usual, there is so much missing here that it's not worth the effort to lay everything wrong out, let alone try to fix it.
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Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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drewkitty ~..~
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Re: NEW POWERS!

Unread post by drewkitty ~..~ »

Stone Gargoyle wrote:Is this better?

Alter Physical Structure: Photonic Being/Hologram (Major) by Stone Gargoyle

This is in the brotherhood of APS Force Fields and APS Light.
This power allows the hero to convert his body into photons and force fields.

...snip

Maybe only have the 2d6 per 15 seconds regenerate rate while in full daylight. As if the incoming energy of the light is part/most/etc... the reason the char regent at that rate. Yes this would make it that in darkness and shadow they would ether lose the regen. or suffer a lengthening of the rate time (respectively).

That is my thought on this one.
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Re: NEW POWERS!

Unread post by Pepsi Jedi »

Stone Gargoyle wrote:Is this better?

Alter Physical Structure: Photonic Being/Hologram (Major) by Stone Gargoyle

This is in the brotherhood of APS Force Fields and APS Light.
This power allows the hero to convert his body into photons and force fields.

1. Size and Strength: Unchanged

2. SDC: As a being made up of force fields, the character's altered form has a Natural AR of 14 and 700 SDC (an attacker must roll 15 or higher to strike and inflict damage). When all 700 SDC are gone, damage is done to Hit Points.
The force field SDC regenerates at the impressive rate of 2d6 per melee round, allowing him to quickly recover from any damage taken.
Projectiles, arrows, bullets, explosives, kicks and most physical attacks do only half damage even when the force field's AR is exceeded. However, blows from Extraordinary PS, Superhuman strength and Supernatural strength all do full damage, provided the roll to strike is 14 or higher.
Light, lasers and light based attacks do no damage due to the light particles (photons). He can also not be harmed by poisons, toxins, gases or disease. Magic and psionics have full effect, as do all other types of energy attacks. The superbeing does not breathe in this form.

3. Appearance Change: The superbeing's form becomes holographic and can change his appearanceas desired with a mere thought, using no action to do so. He can also alter his features, becoming bigger or smaller and changing his appeaance by changing the hologram, and this includes clothing. This acts the same as a Disguise skill at 98%. The character can also make himself totally invisible or merely translucent. When invisible, the character cannot be seen and does not have a heat signature, so he is undetectable by any means other than touch and is 98% to prowl. If translucent, the character is still visible but can be seen through, and is merely +15% to prowl.

4. Shape Force Weapons: The superbeing can shape part of himself to become a carried weapon, cup, cane or whatever he desires.
Range: Weapons can be used in Hand to Hand combat, as if using a normal melee weapon, but cannot be used as thrown weapons.
Damage: The weapon inflicts the same amount of damage as the real weapon of the same type, plus PS bonus.
Bonuses: +1 to strike, parry and disarm, +2 to pull punch.

5.Soft Light Intangibility: As a stunt, the character can render himself intangible. Making himself intangible uses one melee attack/action, as does turning himself back to solid form. The character can make himself intangible once per hour for his ME number in minutes. He is so limited because he loses cohesion when intangible and could dissipate if using the power longer than its limits. When intangible, the character is immune to physical attacks both melee and projectile but is still vulnerable to magic, psionics and energy attacks as listed above. He can also pass through solid objects.

6. Other Bonuses: +5% to prowl when in normal photonic form.


I like it but I'd make one minor change. Instead of 'Once per hour" I'd simply leave it as "Number of minutes per hour equal to the char's ME(Any fraction of a minute counts as a full minute)

This gives it a bit of versatility and not a 'once per hour' thing. You could shift for a few seconds or a few minutes as needed, up to the Minutes X ME. The time frame is the same but reflects the fact that the char 'is' made up of 'light'.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Let's try this again...

Alter Physical Structure: Photonic Being/Hologram (Major) by Stone Gargoyle

This is in the brotherhood of APS Force Fields and APS Light.
This power allows the hero to convert his body into photons and force fields.

1. Size and Strength: Unchanged

2. SDC: As a being made up of force fields, the character's altered form has a Natural AR of 14 and 700 SDC (an attacker must roll 15 or higher to strike and inflict damage). When all 700 SDC are gone, damage is done to Hit Points.
The force field SDC regenerates at the impressive rate of 2d6 per melee round in daylight, allowing him to quickly recover from any damage taken. He does not regenerate if there is no source of daylight, however.
Projectiles, arrows, bullets, explosives, kicks and most physical attacks do only half damage even when the force field's AR is exceeded. However, blows from Extraordinary PS, Superhuman strength and Supernatural strength all do full damage, provided the roll to strike is 14 or higher.
Light, lasers and light based attacks do no damage due to the light particles (photons). He can also not be harmed by poisons, toxins, gases or disease. Magic and psionics have full effect, as do all other types of energy attacks. The superbeing does not breathe in this form.

3. Appearance Change: The superbeing's form becomes holographic and can change his appearanceas desired with a mere thought, using no action to do so. He can also alter his features, becoming bigger or smaller and changing his appeaance by changing the hologram, and this includes clothing. This acts the same as a Disguise skill at 98%. The character can also make himself partially invisible or translucent. When translucent, the character is still visible but can be seen through, and is merely +15% to prowl. Opponents are -2 to strike parry and dodge against him when he is translucent as well.

4. Shape Force Weapons: The superbeing can shape part of himself to become a carried weapon, cup, cane or whatever he desires.
Range: Weapons can be used in Hand to Hand combat, as if using a normal melee weapon, but cannot be used as thrown weapons.
Damage: The weapon inflicts the same amount of damage as the real weapon of the same type, plus PS bonus.
Bonuses: +1 to strike, parry and disarm, +2 to pull punch.

5.Soft Light Intangibility: As a stunt, the character can render himself intangible. Making himself intangible uses one melee attack/action, as does turning himself back to solid form. The character can make himself intangible for a number of minutes per hour equal to the char's ME (Any fraction of a minute counts as a full minute). He is so limited because he loses cohesion when intangible and could dissipate if using the power longer than its limits. When intangible, the character is immune to physical attacks both melee and projectile but is still vulnerable to magic, psionics and energy attacks as listed above. He can also pass through solid objects. He cannot, however, lift anything or strike while intangible.

6. Other Bonuses: +5% to prowl when in normal photonic form.
Last edited by Stone Gargoyle on Sun Nov 29, 2020 2:50 pm, edited 3 times in total.
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Pepsi Jedi
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Re: NEW POWERS!

Unread post by Pepsi Jedi »

There ya go! I like it.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Pepsi Jedi wrote:There ya go! I like it.
Thanks! It's a bit much to give the character intangibility as part of the APS so I wanted to limit it a little. I also just changed the part about Invisibility since that would be giving him another Major power for free.
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The Baron of chaos
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Re: NEW POWERS!

Unread post by The Baron of chaos »

hmm I feel embarassed to ask, but since the black vault is down, (at least it has been for a week by now) has anyone a backup file fo the powers?
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The Baron of chaos
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Re: NEW POWERS!

Unread post by The Baron of chaos »

Since i am here
Achilles Heel
Destructive Nature
Whenever the character engage in battle the collateral damage is crazy high.
Any time the character fight it cause a 1d4x10 Damage to an a area of 20+chararcter P.E. or P.S. in Feet radius per melee round. Damage is the multiplied by x2 for ever major superability involved x1 for every mino super ability and radius is increased by x1,5 per combined level of opponents. So RocketRingo a 5th chararcter with PS 30 Sonic Flight, Superhuman PS and Extraordinary PP while fighting for justice, if not pulling punches, cause collateral 4d4x10 damage to an area of 375 ft radius form himself
This is not directed to opponents, but can hit allies, bystanders and buildings all around....
Whoopsie
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