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d20 v2.2
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Absorption
Adaptation
Additional Limbs
Alternate Form
Anotomic Seperation
Animate Object
Animal Control
Animal Mimicry
Art of Distraction
Astral Projection
Aura of Command
Blast
Blending
Boost
Burrowing
Combat Sense
Comprehend
Communication
Concealment
Confuse
Corrosion
Cosmic Power
Create Objct
Datalink
Dazzle
Death Touch
Defense Combat Mastery
Deflection
Density Control
Device
Dimensional Travel
Disintigration
Divine Relationship
Drain
Dynamic Sorcery
Duplication
Exorcism
Extra Attacks
Elasticity
Elemental Control
Emotional Control
Energy Control
Energy Field
Enhanced Ability
Environmental Control
ESP
Fatigue
Flight
Frictional Control
Force Field
Gadgets
Gestalt
Growth
Healing
Illusion
Immovable
Immunity
Incorporeal
Invisibility
Leaping
Life Control
Luck
Magic
Mental Blast
Mental Duplication
Mental Protection
Microscopic Vision
Mimic
Mind Control
Mind Reading
Mind Shield
Mind Switch
Morph
Nauseate
Natural Weapons
Nemesis
Nullify
Object Mimicry
Obscure
Organisational Ties
Own A Big Mecha
Paralyze
Pain
Pet Monster
Power Defence
Paralysis
Plant Control
Postcognition
Power Control
Precognition
Probability Control
Protection
Quickness
Regeneration
Reincarnation
Rejuvenation
Sensory Protection
Shape Matter
Shapeshift
Shield
Shrinking
Sixth Sense
Slick
Slow
Snare
Space-Flight
Spatial Control
Speed
Spinning
Spirit Ward
Strike
Stun
Suffocate
Summon
Super Movement
Super Senses
Super Skill
Super Speed
Super Strength
Swimming
Telekinesis
Telepathy
Teleportation
Telescopic Sense
Time Control
Train a Cute Monster
Transfer
Transmutation
Trip
Unknown Power
Vibration Control
Variable Power
Wealth
Weather Control

Skills
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Playing the Game
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Role Playing

SUPER-STRENGTH

Cost: 2
Action: None
Range: Personal
Duration: Continuous

You’re capable of lifting and carrying more than normal for your Strength score, maybe much more. Each rank of Super-Strength grants you a +2 bonus to your Strength score when figuring carrying capacity (see Carrying Capacity, page 35). Your Super-Strength also gives you a +1 bonus per rank on Strength checks involving sustained application of strength or pressure, including grapple checks and breaking objects (see page 166), but not Strength-based skills or melee or grappling damage.

Extras

* Leaping: You gain Leaping (p. XX) at your power rank.

POWER FEATS

• Groundstrike: You can strike the ground, creating a powerful tremor, radiating out a radius of (Strength bonus × 10) feet from you. Make a Strength check. Anyone in the area makes a check to resist a trip attack equal to your check result (see Trip, page 159). Reduce your result by –1 per 10 feet between you and the target, out to the maximum radius. Targets in the area can make a Reflex save (DC 10 + your Strength bonus) to halve the DC to avoid the trip attack.

• Shockwave: By slamming your hands together, you create a tremendous blast of air pressure, inflicting physical damage equal to your Strength bonus in a cone-shaped area in front of you with a length and width (at the far end) equal to your Strength bonus × 10 feet. Targets in the area can make a Reflex save (DC 10 + your Strength bonus) to halve the damage.

• Super-Breath: You can exhale a powerful blast of air, making a Strength check to trip targets in a cone-shaped area with a length and width at the far end equal to your Strength bonus × 10 feet. Targets in the area can make a Reflex save (DC 10 + your Strength bonus) to halve the DC to avoid the trip attack. Your Super-Breath also blows out flames with a damage bonus equal to or less than (your check result – 10).

• Thunderclap: By clapping your hands together, you create a blast of deafening noise in an area of (Strength bonus × 5) feet around you. Those in the area must make a Reflex save (DC 10 + your Strength bonus) or suffer the effect of an auditory Dazzle attack (see Dazzle, page 81).
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Seth Blevins