Minor Super Abilities (part 2)
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Major Super Abilities ]
Created by Brett
Hegr
The character has the ability to place physical objects into a
pocket dimension. It travels near the character at all times and
is not centered upon any physical object. The character cannot
place himself in the pocket.
- It takes one melee action to pull objects out of or put
them into the pocket.
- The pocket dimension has a maximum storage capacity of
where there M.E. is the number of kilograms that can be
stored, plus 5kg per level of experience - the size of
the object matters not, just the mass.
- The character (well, his pocket at least) can be sensed
by beings and spells that can sense dimensional
anomalies. Those same beings might have the ability to
reach into dimensional pockets, and could pilfer objects
in the character's personal one.
- Characters with an M.E. of 15 or higher can sense
dimensional pockets (100ft range) and dimensional
envelopes (10ft range). They can also attempt to reach
into them, once per melee, with a base chance of 20% plus
the M.E. attribute, +5% per level.
- The character can sense what is going on inside the
pocket. Further, those attempting to open the pocket
dimension are instantly known to the character - it's
like reaching into his mind, so he's going to know. He'll
even wake up out of a deep sleep to see who is trying.
Created by Brett
Hegr
This is the mutant power for an extraordinary sense of
balance, and the character gains the following abilities and
bonuses:
- +2 to P.P.
- +4 to maintain balance. This is applied as a roll over
the strike roll when knockdown is imminent. A successful
roll means knockdown was avoided.
- +1 to parry, dodge, pull punch, and +2 to roll with
punch/ impact.
- +15% to the Gymnastics and Acrobatics skills (or gets
both at the base level without the bonuses - just the
skills).
- +5% to the Prowl and Climbing skills (or gets both at -5%
to the base level).
- +5% on all vehicle control rolls.
- The character can run across slippery surfaces at half
speed with no chance of falling, or full speed with a 30%
chance of slipping.
- When falling (whether from climbing or flying) the
character gets a chance to right himself in half the
normal time (or a second roll to do so).
Created by Brett
Hegr
The character has an extremely large amount of life energy,
which gives him various abilities. He is naturally disease
resistant and very difficult to kill. Plus, he can channel his
life force into certain physical attributes and boost them
temporarily. The following bonuses and abilities are gained:
- Add +2 to the P.E. attribute (minimum of 14).
- Add +30% to save vs coma/death
- +2 vs poisons, toxins, and chemicals in addition to the
P.E. bonus.
- Can fight up to 30 hit points below zero!
- Does not fatigue.
- Has an extraordinary amount of Chakra, equal to twice
their P.E. or M.E. attribute, whichever is greater.
Automatically recovers both types of Chakra at the rate
of one per minute of rest or meditation! The character
has a chance to recover from Chakra imbalances every day
after a full nights rest (25% chance). The character has
no special control over their Chakra. For details on
Chakra check the Martial Arts
file.
- Heals at triple the normal rate.
- Add a +10 bonus to hit points at level one. Also add +2d4
hit points per level of experience in place of the
usual +1d6.
- Impervious to the transformative bite of vampires and
certain werebeasts.
The character can also focus his life force for a
limited amount of time. If this is done he temporarily loses all
of the above save throw bonuses and ability to fight to -32 hit
points. Each act of energy channeling takes two melee actions.
The focus of the channeling can be switched any number of times
during the time limit, but each change takes two melee actions to
apply. For one minute at level one, plus one more minute per
level of experience the character can use his life force to gain one
of the following:
- Turn the strength into a supernatural equivalent
(lasts only one round per level).
- Add a +4 to save vs magic and psionics.
- Become impervious to possession and mind control.
- Totally negate any penalties imposed by magic spells,
pain, psionic attacks, stun weapons, chemical gases, etc.
Damage is still taken, but the character can shrug off
the debilitating effects and ignore the pain.
- Become resistant (half damage) to one type of attack!
This could be fire, cold, kinetic (punches, kicks, and
force blasts), energy, electricity, sound waves and
vibrations, etc. but only one such attack can be
resisted.
Created by Brett Hegr
A minor version of the Karmic Power, but this ability has no
alignment restrictions. It is primarily defensive in nature,
granting the following abilities:
- Automatic dodge, with a +1 bonus. No other bonuses are
applied to auto-dodge accept for those that apply to
auto-dodge.
- +3 to roll with punch, fall, or impact.
- +2 to parry
- +2 to disarm
- +1 on all save throws.
- An opponent's Death Blow does not kill, only stuns the
character.
- Gets an opportunity to dodge (normal) all attacks, even
sneak attacks and sniper attacks.
Note: This power should not be combined with the Karmic
Power major super ability unless the GM doesn't mind dealing with
an annoyingly lucky character.
Extraordinary Mental
Affinity
Created By Kevin Siembieda
An aura of likability, confidence and trust radiates from this
character. He or she is so dynamic that they are often at the
center of attention.
Bonuses:
- Increase the M.A. attribute to 24+1d6
- Skill bonus of +10% is added to seduction, pick pockets
and all skills of deception and slight of hand.
Extraordinary Mental
Endurance
Created by Kevin Siembieda
A very mentally stable, strong willed and striking complex
that is difficult to bend or break through mind control. This guy
has a will of iron.
Bonuses:
- Increase M.E. to 21+2d4
- Needs a 12 to save vs. psionics (Plus M.E. bonus)
- +6 vs. mind altering drugs
- +6 vs. horror factor
- +6 vs. possession
- +1 vs. illusions
Extraordinary Physical
Strength
Created by Kevin Siembieda
This character possesses astounding physical strength, but it
is often still in the area of human capacity.
Bonuses:
- Increase P.S. to 20+2d6, if P.S. is higher than 20
already, add 2d6+6 to it.
- Can carry 50 times P.S. in kilograms and can lift 100
times P.S.
Extraordinary Physical
Prowess
Created by Kevin Siembieda
A greatly heightened physical prowess attribute providing
increased speed and agility.
Bonuses:
- Add 2d4 to P.P. attribute (Minimum of 18)
- Add 3d4 to the Speed attribute.
- Add one extra attack per round.
- +3 Automatic Dodge. No other bonuses are applied to
auto-dodge accept for those that apply to auto-dodge.
- +10% to Physical skills requiring dexterity and prowess,
such as prowl, gymnastics, acrobatics, climb, etc.
Extraordinary Physical
Endurance
Created by Kevin Siembieda
An extremely tough individual who can withstand a great amount
of physical strain or punishment. Fatigues at one tenth the
normal rate.
Bonuses:
- Add 1d6+5 to the P.E. attribute (Minimum of 24)
- Add 4d4x10 to S.D.C.
- Add 3d6 to Hit Points.
- The character gains 1d4+4 to their Hit Points per level,
and 1d6+4 to S.D.C. per level.
Extraordinary Physical
Beauty
Created by Kevin Siembieda
An extremely attractive individual whose beauty is truely
exceptional.
Bonuses:
- Increase P.B. to 20+2d4.
- +10% to the investigation/research, interrogation,
seduction, palming and pick pocket skills.
Extraordinary Speed
Created by Kevin Siembieda
The ability to move and run faster than most vehicles without
tiring. It also enables the character to evade incredibly fast.
Bonuses:
- Speed 350kmph (Approximately 97 meters per second), plus
30kmph (Approximately 8 meters per second) per level of
experience!
- Acceleration is 30kmph per action.
- Leaping Ability - Is able to cover 10m+1m per level high
or 20m+2m per level long with a running start.
- +50 to S.D.C.
- Add one extra attack per round
- +1 to initiative at levels 1, 3, 4, 5, 7, 9, 11, 13 &
15
- +2 to strike
- +3 to parry
- +2 to pull punch
- +4 to roll with punch or fall
- +4 to dodge from a stand-still or when running 120kmph or
slower
- +6 to dodge from running around 121kmph or faster.
- +2 to automatic dodge. No other bonuses are applied to
auto-dodge accept for those that apply to auto-dodge.
- +4 to damage for every 30kmph of speed. The best a punch
or kick can do from a stand still is 60kmph, which is +8
to damage.
Flight: Glide
Created by Kevin Siembieda
This power allows the character to ride air currents to fly
and hover in the air. Maximum gliding speed outdoors is 60-80kmph
(Approximately 17-23 meters a second); half indoors. Diving with
a boost from strong winds or from an airplane or great height
(skyscraper's roof top), is 190kmph (Approximately 52 meters a
second).
Bonuses when Gliding:
- +1 on initiative
- +1 to strike
- +1 to parry
- +2 to dodge
Flight: Winged
Created by Kevin Siembieda
This super being has actual wings that give him/her the power
of flight. Unfortunately, wings are difficult to conceal (average
wing span is 3.5-5.5m). They are incredibly hard to conceal.
Wings can be carefully folded, tucked and restraing with minimal
discomfort. Wings that are pulled back and strapped in place
impair the characters mobility.
Penelties:
- -1 on initiative.
- -1 to strike.
- -1 to parry.
- -1 to dodge
- Reduce on foot speed by 10%
Bonuses in Flight: Applicable only if there
is room for the character's wings - he can hover several inches
above the ground during combat in order to use full bonuses.
- Speed - 250kmph (Approximately 70 meters a second) plus
10kmph (Approximately 3 meters a second) per level.
- Acceleration is 20kmph an action.
- +2 to P.B.
- Add one extra attack per round
- +2 to strike
- +2 to parry
- +4 to dodge when hovering or flying under 120kmph
- +6 to dodge when flying 121kmph or faster.
- +4 to damage for every 30kmph of speed.
- +40 to S.D.C., plus each wing has 30 S.D.C. Attacking a
wing is a called shot. No S.D.C. equals crippled wing.
Wings heal 1d4+4 S.D.C. per day and membrances, feathers,
and tissue will regrow in 1d4 weeks.
Types of Wings:
- 01-35 Leather
- 36-70 Feather
- 71-00 Insect
Flight: Wingless
Created by Kevin Siembieda
The impressive ability to fly without any apparent means of
propulsion (usually believed to be telekinesis).
Bonuses in Flight:
- Speed - 300kmph (Approximately 83 meters a second) plus
30kmph (approximately 8 meters a second) per level
- Add one extra attack per round
- +2 to strike
- +2 to parry
- +4 to dodge when hovering or flying under 120kmph
- +6 to dodge when flying 121kmph or faster.
- +4 to damage for every 30kmph of speed.
- +40 to S.D.C.
Created by Brett
Hegr
The character has a body composed of molecules with tighter
atomic bonds than normal beings. This strengthened body provides
a myriad of bonuses and defenses.
- The character's skin, bones, and muscles are incredibly
strong. Add a +1 to P.S., +1 to P.E., and +4d6+6 S.D.C.tm
- The character's bones are nearly unbreakable and his skin
is cut resistant, so he takes half damage from bladed
weapons and cutting attacks. He also has a special,
natural A.R. of 8. Add +1 to this A.R. at levels three,
five, eight, and eleven.
- Against physical transformation and alteration, the
character is also extremely resistant. He gains a save
bonus of +4 against magically induced metamorphosis, a
vampire's transformative bite, the Alter Physical
Structures major super ability, and anything else that
can change the structure of the body. This resistance
cannot be let down - it is constant and uncontrollable
(though the character can still change shape at will, if
he has the power to do so).
- The character is resistant to fire, cold, microwave
beams, phase beams, and particle beam attacks. He takes
only half damage from all these.
- All poisons, toxins, and diseases that break down the
body's tissues, disrupt chemical processes, and alter
genetic structures are less effective. Add a +4 to save
vs poisons and toxins, and even if they are effective the
character is recovers in one-third the normal time. Cell
disorder diseases, like cancer and muscular dystrophy,
never affect the character.
Healing Factor
By Kevin Siembieda
This power provides incredible recuprative abilities and
immunity to disease and toxins.
Bonuses:
- +2d4 to P.E.
- +2d6+6 to Hit Points
- +25 to S.D.C.
- +20% vs. coma/death
- +3 vs. magic, poisons, and toxins.
The Healing Factor
- Recovers 1 S.D.C. every three minutes.
- Recovers one hit point every fifteen minutes.
- Special Superhealing: Can instantly regenerate 4d6 Hit
Points & S.D.C. two times per day (twenty four hour
period). Can perform it once more per day at levels 3, 5,
6, 9, 10, and 15.
- Does not fatigue.
- Resistant to fire & cold: half damage
- Resistant to drugs, toxins, and poisons. When the
character doesn't save against them, their effects and
damage are one third normal.
- No scars.
- Broken bones heal completely ten times faster than normal
(What would take 1d4 weeks with treatment is fixed in
2d6x5 hours)
Heightened Sense of
Hearing
By Kevin Siembieda
Heightened hearing enables the character to hear tiny, almost
inaudible sounds several hundred feet away.
At 20m he/she can hear sounds as quiet as one decibel. At 45m
he/she can hears sounds as quiet as 10 decibels. At 110m the
audible perception is grealy taxed, allowing him/her to barely
hear a normal conversation in the 30 decibel range. See Sonic Power for the decibel
scale.
Loud or constant noise will reduce the quality of hearing
perception. If surrounding noise in the 70 decibel area, the
hearing range will be reduced by 3m. Continue to reduce by 1.5m
for every additional ten decibels.
Range: 110m radius
Other Abilities Include:
- Estimating the distance of the sound at 60%+5% per level
- Estimating the speed and direction of approach at 50%+5%
per level
- Recognize a voice or sound through intense concentration
at 40%+5% per level (-10% if the person is trying to
disguise his voice and -20% if the person is unsing
ventriloquism and /or impersonation/imitate).
- Imitate a voice at 30%+5% per level of experience.
Bonuses:
- +1 to parry
- +2 to dodge
- +6 to intiative
- +2 to Perception
Heightened Sense of
Smell
By Kevin Siembieda
An exceptional sense of smell that enables the character to
identify any smell he/she comes in contact with.
Range: Roughly 30m
Abilities:
- Recognize/identify specific odors: 70%+4% per level of
experience (+10% for very common odors)
- Recognize poisons, toxins and chemicals by scent: 50%+4%
per level of experience. Note: Some poison gases are
odorless/tasteless/colorless
- Regonize a person by scent alone: 50%+3% per level of
experience.
- Track by scent: 40%+3% per level. Reduce by 10% in a
city. Roll for every 200 meters.
- Difficult to surprise this character as he is likely to
smell a person, robot, animal or vehicle 30m before it
reaches him, especially if the wind is blowing in his
direction (triple range).
Bonuses:
- +1 to dodge
- +1 to initiative.
- +2 to Perception
Heightened Sense of Taste
Created be Kevin Siembieda
Having a heightened sense of taste means being able to
preicsely identify the components of anything tasted. The
presence of drugs or chemicals in food will be immediately
apparent, although identifying the particular drug or chemical
depends on the character's skill in pharamaeceuticals, or
chemistry, or past experience.
Characters with a heightened sense of taste will tend to be very
particular about what they eat or drink. With practice, they can
exactly identify the components of any food or drink, and may
even be able to identify its point of origin (something of a
hobby). Thus, the character can identify all ingredients in a
prepared food and even have a strong idea of their proportions.
Furthermore, if the character studies wine, he will be able to
identify tthe type, year, bottling, company, and vineyard of any
wine from a single taste.
Recognize common ingredients such as sugar, salt, pepper, spices,
foods, gasoline, and similiar, at a proficiency of 70%+4% per
level of experience.
Recognize exotic tastes such as chemicals, toxins and poisons at
a proficiency of 30%+5% per level of experience. Practicing to
recognize an unusual taste for two months will put that taste
into the common item category.
+10% to cooking skill (professional quality).
Heightened Sense of Touch
Created by Kevin Siembieda
The character has an uncanny and superior tactile sense.
He/she also has a very soft, delicate touch and a steady hand.
Bonuses & Abilities:
- Can easily recognize and locate very slight differences
in textures by touch. 70%+2% per level of experience.
- Identify fabric and material by touch alone. 60%+2% per
level of experience
- Notice minute changes in temperature by touch or slowly
moving one's hand over an item. 60%+2% per level.
- Penalties for being blind are -5 instead of -8.
- +10% for skills that require delicacy, including
indentifying and making forgeries, demolitons, pick
pockets, pick locks, palming, cardsharp, etc.
- +1 to strike on an aimed or 'called shot', including a
thrown item or weapon.
The character's body is such that the damage of kinetic
attacks are dispersed more effectively on contact. He gains the
following.
- +3 to roll with punch, fall, or impact.
- +3 to maintain balance. This is applied as a roll over
the strike roll when knockdown is imminent. A successful
roll means knockdown was avoided.
- The character takes no damage from the first 10 points of
kinetic damage in a melee, half damage thereafter. Does
not apply to bladed weapons but is effective against
bullets, stones, punches, kicks, car crashes, etc. Add +5
to the 'no damage' points at levels two, three, five,
six, nine, and ten.
- All falls do half damage (don't use the above damage
reduction).
Created by Brett Hegr
Uhhhh...guess what! The mutant is impervious to cold and
freezing! All forms of cold, magical and mundane, do no damage to
the character. Frozen projectiles and ice weapons can still harm
the character but do no extra damage due to temperature.
Add +20 to S.D.C.tm and a +1 to
P.E.
Impervious to Fire and
Heat
Created by Kevin Siembieda
Just as the name suggests, this power makes the character
impervious to fire and heat, includ magical fire. The character
also only takes half damage from plasma and nuclear fire!
Created by Brett Hegr
The character's body is extremely resistant to damage from
foreign substances. Poisons and harmful toxins have no effect,
while gases and mind altering drugs have one- fourth the
effectiveness, penalties, and duration. Magical and psionic
toxins/ poisons are half as effective. Add +10 to S.D.C.tm and a +2 to P.E.
Created by Brett Hegr
Radiation and radiation sickness can never damage the
character. Plus, he can neutralize radioactivity using his body
to soak it up. Touching the target is required, and a melee is
necessary to absorb the energy from a human- sized or smaller
target (or a 3m radius area). Heavy radiation absorbtion
obviously requires longer amounts of time. The character is also
impervious to radiation- related problems like cancer and organ
malfunction. Heat and fire can still damage the character,
however. Add +20 to S.D.C.tm and
a +1 to P.E.
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