Major Super Abilities Part 2
Back to the first part
Ahead to the third part
Unless otherwise stated, all powers were created by Brett Hegr
Destructive Energy Aura
A composite power
created from two similar powers I was sent by Devoris Perry
and Scott
Clay.
I do hope the creators of the powers Destructive Aura and
Energy Warrior aren't angry, but the powers they sent in were kind of similar in
idea - an aura or field of energy. Unlike my own Power Sphere
their ideas were for a field of energy (as opposed to mental force) that could
act as a forcefield, provide great attack capabilities, and give flight
abilities. In doing this power I made it pretty variable in the hopes that
whoever selected the power could produce one similar to either of the authors'
ideas.
1. Type of Aura:
Radius: Three feet at level one, plus one foot at levels
two, four, and seven. Measure it from the navel of the character.
Damage: Anything coming into the aura takes 2d4 damage +1d4 per
level. Apply damage twice per melee to whatever occupies the aura for extended
durations.
Duration: As long as desired. Requires two melee actions
to turn the aura on or off (reduce to one melee action after level five).
In Rifts®: The aura damage becomes mega- damagetm.
The player must select a form of energy
to be radiated in the aura. Open selections are fire, energy, electricity,
sonic, kinetic, light, or darkness (GM can do others if desired). The
character is impervious to damage from the type of energy that his aura is
comprised of, whether he is using the aura or not.
The aura is the
source of the powers 2-4 and must be summoned before any of them can be used.
Damage can be regulated in 1d4 increments after the fourth level and reduced
to no damage at sixth level. This is, after all, a destructive energy
aura. The drawback to the aura is that the radius cannot be regulated, and can
damage things if the character isn't paying attention. Powering up in a
building will certainly be a problem (if the character is a hero, at least).
On the flip side, any hand to hand combatants will probably be taking damage
when they strike or grapple the character.
2. Aura Power:
Depending on the energy selected, the aura has a special ability
that the character can utilize. These powers are all found under the stated
major super ability in Heroes Unlimitedtm 2nd
Edition. Maintaining the special aura power requires concentration, which
means the usual -2 on initiative and the loss of one melee action. The aura
can be tuned to cause damage (in most cases) or this capacity can be turned
off. It cannot be targeted at specific objects or people - it is an all or
nothing effect.
Fire: Can generate intense heat, affecting a 20ft +10ft
per level radius around the character, equal in ability and effects to the
Alter Physical Structure: Fire power (see page 242).
Energy:
The character can produce a field of surging energy with a radius of 15ft
+5ft per level of experience. Apply 4d6 damage +1 per level of experience
per five seconds of exposure. No frills, really.
Electricity:
Can create an electrical field just like the minor super ability of Energy
Expulsion: Electrical Field, with two changes. The range is boosted to 10ft
+5ft per level of experience and the damage is instead 4d6 damage +1 per
level of experience per five seconds of exposure.
Light: The
character can rival the brightness of the sun, at least when you're up
close. All those in a 15ft +5ft per level radius suffer blindness (-8 on all
combat rolls) and projectiles/ energy blasts are fired wild. Anyone shooting
into the area can't see targets to hit. Damage is 2d6 damage +1 per level of
experience per five seconds of exposure. The character can see fine in his
own light- field.
Darkness: A field of unnatural darkness can
be projected for a 15ft +5ft per level radius around the character (the
character can see just fine in his own darkness). Blindness applies
(-8 on all combat rolls) and projectiles/ energy blasts are fired wild. The
dark field also causes 2d6 damage +1 per level of experience per five
seconds of exposure.
Sound: Can create an intense sonic
vibration with relatively the same effects as the High- Pitched Whine of the
Sonic Power, page 288. However, the range is limited to a 15ft +5ft per
level radius. Damage is instead 3d6 damage +1 per level of experience per
five seconds of exposure.
Kinetic: A simple and effective
area- effect destruction. All targets take 4d6 damage +1 per level of
experience per five seconds of exposure. The radius is 15ft +5ft per level
of experience.
3. Attack Power:
Devoris Perry's power involved a strong energy expulsion capacity.
On the flip side, Scott Clay's idea is a power that grants the mutant the
ability to create melee weapons made of energy. The player may choose one of
these two options:
Option One - Distance Attack:
Range: 500ft +100ft per level of experience.
Damage: 5d6
damage, +1d6 per level of experience.
Duration: Instant
Attacks Per Melee: Requires one melee action.
Bonuses:
+3 to strike aimed and +1 to strike wild at level one for the standard blast.
In Rifts®: Double the range and the damage goes up to mega-
damagetm intensity.
The attack power is
the same energy type as the aura (obviously). Damage from this power
cannot be regulated until level five. However, at level one attacks can
be divided among two targets. The GM can also let the player pick one of the
Advanced
Energy Expulsion special effects at levels three and six.
Option Two - Weapons: See the Personal
Weapon (minor) power for full information. The player may select both a
thrown weapon and a hand held weapon (not any Summoned Weapons) to go with any
W.P.s he might have. To each, add a +1d6 damage bonus. The form of the weapons
is the same energy as that of the aura.
4. Player's Option:
The player might want an energy aura more like Scott Clay's idea,
one that provides protection. But then, some might think Devoris Perry is
right and say that super- damage is the way to go. I say let the player pick
one...
Option One - Force Field: The aura acts like a force
field, providing the character with a protective barrier equal to 10 times the
character's unmodified P.E. attribute (no bonuses - just the total initially
rolled for the character!) plus 10 per level of experience. It is just like
the Personal Force
Field in that respect. On the other hand, the protection need not be
summoned or maintained - it exists so long as the aura does. The field
recovers 2 S.D.C.tm per minute. Even if the
attack is made from within the aura, it still protects the character.
Option Two - Total Destruction:
Range: 50ft +25ft
per level of experience.
Damage: 2d4x10 +40 damage, +1d4x10 more at
levels four and eight.
Duration: Instant, once the preparation has
been made.
Attacks Per Melee: Requires two full melees to generate
the buildup of energy. Reduce this to one melee at fifth level.
In
Rifts®: Double the range and the damage goes up to mega- damagetm intensity.
The intense energy inside of
the aura can be put into a overload state and eventually explode outward! The
character must concentrate, cannot attack or defend, for two melees (only one
at fourth level). At the beginning of the next melee, even before initiative,
his aura expands and decimates everything in the area! Clearly, damage cannot
be directed or controlled or reduced in any way. People in the area will sense
the impending destruction and will flee, at least the smart ones will. Full
damage is done to everything within range, and half damage is done to
everything at maximum range to 50% beyond that.
Use of this power has
some dangers though! The character himself takes no damage from the blast, but
might need to watch out for falling debris. Also, the charging and release of
such massive energy wears down the character! He loses one melee action, is -4
on initiative, and is -2 on all other combat rolls for the melee after the
Total Destruction. Further, he can't energize his Destructive Energy Aura for
a full five minutes after the explosion! Cut this to four minutes after level
three and then down to two minutes after level six. Only one Total Destruction
can be performed per hour - multiple ones in a day might be pretty taxing (up
to the GM).
5. Related Powers:
The character may select one of these minor super abilities to
round out the Destructive Energy Aura. It can be used independently of the
aura, but that power should be a derivative of the aura energy. Avaliable are:
Attraction/
Repulsion Beam (kinetic auras), Bend Light (light auras), Dark
Aura (darkness auras), Electromagnetic
Distortion (for energy and electrical auras), Flight: Wingless (no
S.D.C.tm bonus is gained), Impact
Resistance (kinetic auras), Light
Aura (light auras), Light
Shifting (light auras), Manipulate Kinetic Energy (kinetic auras),
Nightstalking (darkness auras), Radar (sonic auras), Super
Vision: Electromagnetic Sight (for light, energy, and electrical auras),
or Super Vision: Nightvision (darkness auras).
6. Other
Abilities and Bonuses:
- Add 1d4x10 to S.D.C.tm but for Rifts® turn
the hit points into an M.D.C.tm equivalent.
- When powered up, the character has a Horror Factor of 10 +1 more at levels
three, six, nine, and twelve. You could instead add a +2 to an existing Horror
Factor.
- Add +1d4 to P.E.
Created by Andrew Darling
This
is identical to the Gem Powers description in the book, but operates with drugs,
noit diamonds. One dose gets one use of the power, for the duration of the high.
Note: The user still experiences the effects of the drug as well as the
power. Thus he is drunk with healing factor or, in the case of rohipnol, can
mindwipe people at will, but will not remember anything after the drug wears off
himself. Generally, the harder the drug, the more impressive the effect.
At most, two drugs may be used at the same time. Health problems will
probably result from long term drug use. However, the character is resistant to
the damaging aspects of all chemicals and takes only half damage from poisons
and toxins, plus the effects of long-term drug use take twice as long to kick
in. Luckily, the character never suffers addiction to any chemical.
Tobacco - Flight: Wingless
Painkillers (like aspirin and other
non-prescription pain meds) - Extraordinary P.E.
Antihistamines -
Heightened Sense of Smell, Taste, and Touch
Ephedrine/Pseudoephedrine
(found in many allergy meds) - Disruptive Touch
PCP - Supernatural
Strength or Invulnerability (flip a coin)
Speed - Extraordinary Speed
Alcohol - Healing Factor
Heroin - Alter Limbs
Morphine -
Shape-Shifting
LSD - Holographic Projection
Ecstacy - A.P.S. Smoke or
Mist
Rohipnol - Mindwipe with 100 I.S.P. to spend
Prozac - Mental Stun
Marijuanna - Adhesion and Gliding
Depressants - Underwater Abilities
Stimulants - Extraordinary P.P.
Caffeine - Radar and Enhanced Hearing
(very high amounts needed for effect)
Anti-psychotics - Extraordinary M.E.
and Mind Block
Crack or Cocaine - Karmic Power
Created by Andrew Darling
Through use of this power, electrical devices have their power storage
media or generators drained simply by approaching the character. All devices
operating under 500 amps (most household appliances, car starter engines) will
simply shut down or refuse to start. Circuit breakers will experience a 500 amp
load per socket within the area of effect, almost certainly tripping even
industrial fuses. Batteries will be emptied within 1d4 rounds, regardless of
size. Energy weapons will operate at half strength until their batteries give
out (1d4 rounds usually). Robots, vehicles, and other devices powered by
continual electrical generation operate at half strength, half speed, half
number of attacks, and half the duration per unit volume of fuel. APS:
Electricity characters and those that fire electricity or energy blasts will
find their blasts reduced to half strength in the area of effect, even if firing
from outside the area.
The area of effect is 50 ft plus 10 feet per
level of the character. While the power is active, the character is immune to
electrical attacks.
Note: This power is on/off only, surrounding
the character, and will affect friends as well as enemies.
Range: Touch to
initiate, but the power increase has a range of 50ft +10ft per level.
Duration: Unlimited while the recipient is in range. The power boost
fades within 2d4 minutes (+1 minute per level) of leaving range.
Save
Throw: If resisted, 14 or better (add P.E. bonuses).
In Rifts®:
Double the range, and the super being can enhance powers by a number of levels
equal to his M.E. plus three per level of experience.
The super human
can only enhance the super abilities of others, never himself. The super
abilities are enhanced by levels, most of the time. The mutant can increase
powers by a number of levels equal to half his M.E. at level one, plus two per
level of experience. So a being with an M.E. of 20 could boost powers up by
twelve levels at experience level one. Note that only the power level of the
abilities are increased, and not the skill with using them (so no extra strike
bonuses are gained). Also, powers of one person are not equally enhanced.
Each super ability has to be individually amplfied.
He can also
affect multiple beings at once. Start with one at level one and add one at every
even numbered level. Enhancing multiple people (three or more) takes
concentration, and results in the loss of one attack and a - 2 on initiative.
On Psionics: This ability only affects natural mutant, psionic,
or experimentally created abilities, not magically bestowed powers, skills,
bionics, or anything else artificial or learned. It is extremely effective on
psionic abilities. Each level increase counts as two for the purposes of
enhancing psychic powers. However, only one psychic power is affected at a time
- multiple increases must be done separately. The range of the enhanced power is
also multiplied by the number of effective levels. For example, a mutant chooses
to boost a psychic's telepathic powers. He delegates ten levels to this
enhancement, increasing the telepath's power level by 20 experience levels and
mutliplying the range by 20. If the telepath were at the first level of
experience, he would find his range for reading surface thoughts boosted to an
amazing 1200ft and the ability would last for 42 minutes per level. These
enhancements would last as long as the psychic stayed near the mutant.
Enhancing psychic powers can be dangerous for the recipients. If the
effective increase in levels is greater than the psychic's M.E. (more than 20,
in the previous example) the psychic suffers from a sensory overload and falls
unconcious for 3d6 minutes plus one for each effective level beyond the M.E.
attribute. This effect can sometimes be used as an attack by overloading a
psychic's brain. Thus, if the psychic in the previous example only had an M.E.
of fifteen he would fall unconcious for 3d6+5 minutes.
Boosting Point
Totals: It is also possible to increase attributes and S.D.C.tm in the case of people with extraordinary attributes
and powers like Invulnerability. An attribute can be increased by +1 per level
increase, and S.D.C.tm by +10 per level increase,
up to the maximum possible bonus rolled for that power. In general, any super
ability that has a player roll for an attribute or and S.D.C.tm bonus can have those point totals increased. Again,
in general, to boost some other power (like Sonic Speed or Healing Factor) add a
+1 bonus per level increase to things like healing rates, animal summoning, and
teleport distances and a +10% (of the base) per level increase to running
speeds, power ranges, stretching, etc. This is a tricky power for a GM to work
with, but it can be lots of fun. As a basis, remember that the only point totals
that can be increased are those that get bonuses due to a recipient's power. As
a result, normal humans cannot be enhanced at all!
Example: A 9th level mutant with this power can increase powers
by a total of 24 levels, and split this increase among five people. His two
comrades are a mutant with Invulnerability and Extraordinary P.S. and an alien
with Alter Physical Structure: Stone, Extraordinary Mental Endurance, and Energy
Expulsion: Light. They are both first level. The enhancing mutant decides to be
fair and increase them both equally. He boosts the mutant's strength by +10 (+4
maximum for Invulnerability and a +6 maximum for Extraordinary P.S.) and his
S.D.C.tm by +20. The alien sees his strength
increased by +8 (he's got APS.: Stone) and his light beam gains +4d6 damage. As
long as they stay within 140ft of the enhancing mutant, these power increases
will remain until the giver of power chooses to take them away.
Other
Abilities and Bonuses:
- +2d4 to the M.E. attribute (minimum of 20).
- Add 1d4x10 to S.D.C.tm
- Since this power can only work on others, I think it is fair that players
could select for their character either one energy expulsion or ranged attack
power with a +1d6 damage bonus, three heightened senses (excluding Radar),
Extraordinary Mental En durance (in which case use those bonuses and ignore
the above M.E. bonus), or any one other extraordinary attribute.
Created by the Cubist
This power allows the user to
fly, and while doing so build up an immense energy charge. The character gains
the following abilities and bonuses:
Character gains a flight speed of 375 mph, +25 mph per level of
experience. The character cannot fly slower than 30 mph. The force of
the energy surge makes hovering impossible, but the character only requires a
distance of about 50ft to reach flying speed and he can even fly straight up.
The acceleration rate is 150 mph per melee of flight, so maximum speed at
first level is attainable within three melees! The flight is certainly not
silent - think of a humanoid rocket.
Flying gives the character a
protective shield with an S.D.C.tm (or
M.D.C.tm) equal to the speed of the character
in mph. The shield recovers 5% of it's maximum S.D.C.tm per melee, so for a flying speed of 320 mph that
would be 16 S.D.C.tm per melee! The force field
can be sustained underwater or in space and protects the character from the
effects of pressure (or lack of).
Flying punches and kicks do 3d6
damage. If supernatural strength is possessed, add +2d6 to punch damage.
A flying body block takes three melee actions and does 1d4x10 damage
per 50 mph of flight. A speed of 50 mph is attainable from a motionless
position. The shield takes one fifth of the damage inflicted. If the character
flies into a mountainside or the ground (or some other very, very solid
structure) the shield takes 1/3 of the damage and so does the character, while
the last 1/3 is absorbed without effect. A flying body block is +4 to strike
in addition to any P.P. and Wrestling bonuses.
Other Abilities
and Bonuses:
- The character has extraordinary visual abilities. He has nightvision with
a range of 3000ft and advanced vision with a range of two miles.
- The focus of this power is on speed, and not so much on aerial
manueverability. Add a +2 to dodge on the ground and +6 to dodge in flight. At
all times the character has a +3 on initiative.
- Add +2d4 to P.E.
- Add +1d4x10+20 to S.D.C.tm (becomes
M.D.C.tm in Rifts®)
- Resistant to cold (half damage) and can tolerate cold temperatures as low
as freezing with no discomfort.
- Maximum flying altitude is 45,000 ft.
- Unaffected by thin air, high altitudes, or G-force under 10.
- Taking off, stopping, or landing counts as one melee action.
1. Wings:
Exactly the same as the Flight: Winged minor super ability in all
respects, except for a few points. First, ignore the S.D.C.tm bonus granted by that ability and use the one
listed below. Second, the character may choose the exact form of the wings
(which ties in with ability #3). Third, the character's maximum flight speed
is increased to 175 mph, +25 mph per level of experience. The maximum possible
altitude for the character is 30,000 ft, and the acceleration rate is
approximately 50 mph per melee of flight.
2. Visual
Abilities:
The character has extraordinary visual abilities. He has
nightvision with a range of 3000ft and advanced vision with a range of two
miles.
3. Other Abilities: Select three
Armored Wings: The wings are either super- tough or are
surrounded by a protective barrier, and can be used as a powerful shield.
The barrier for each wing (not the character's main body or the
wings themselves) is 100 S.D.C.tm. The extra
S.D.C.tm recovers at the rate of 1d6 per hour,
so it should be kept track of separately since the wings recover at the normal
rate (as listed under Flight: Winged). Consider it to be a forcefield for
damage purposes, even if that isn't the chosen form of the armoring.
The A.R. of each wing is 14, +1 more at levels four and eight. A roll
under the A.R. damages whichever wing was used, and a roll over passes through
to damage the character (or any shielded people or objects). The wings can be
used to block attacks, requring the usual roll to parry with a +2 bonus (in
addition to P.P. or hand to hand combat bonuses). Further, they can be used to
shield up to four additonal man- sized beings!
Damage Resistant
Wings: This is the only option that can be selected multiple times, if
desired. The wings (and just the wings - not the character) are resistant to
any one attack form (except kinetic damage) and take half damage from it. This
should affect the appearance. For example, laser- resistant wings might be
mirrored or made of light. This is a useful option to select if Armored Wings
are chosen. Any invulnerabilities possessed by the character (such as
Impervious to Fire and Heat) are of course passed on to the wings, just not
the opposite.
Damaging Wings: Using the wings in hand to hand
combat is possible. They might be razor edged, might have claws, or could be
covered in a damaging energy field (player must choose the exact form). Each
strike with the wings does 2d6 damage (or add +1d6 to the normal damage of a
punch for supernatural strength) plus P.S. bonuses. There is also a +1 to
strike in addition to P.P. and HTH combat bonuses. The character also has one
extra wing attack each melee (can only use the wings to attack). After level
three a paired strike with the wings is possible, which uses one melee attack
but does not get the previously listed +1 strike bonus.
Ranged
Attack: The exact form of the attack must be selected by the player. The
general statistics are a range of 100ft +20ft per level, +3 to strike aimed
and +1 to strike wild, and a damage of 2d6 +1d6 per level of experience.
Divided attacks and damage control (just like with Energy Expulsion powers)
are possible at level three.
For metal wings, this could be a spray of
razors. Flaming wings might project flames. Feathered or leather wings might
shoot out sharpened spines. Insect wings could produce electrical or sonic
blasts. In any case, the source of the ranged attack is the wings and if they
are damaged (one or both reduced to less than 20 S.D.C.tm) the attack cannot be used.
Speed
Wings: The maximum speed of the wings gets a +100 mph increase, plus the
character gets an automatic dodge with a +2 bonus when flying at speeds of 120
mph or more. Acceleration increases to 75 mph of additional speed per melee.
Summoned Wings: The wings do not normally exist! They can be
willed into existence (either morphing out of the character's back,
teleporting in, suddenly appearing, etc.) and so can be quickly and easily
concealed. It requires a full melee to make the wings appear or disappear.
Flight is, of course, possible only when the wings are out.
Weather
Adaptions: The character gains an uncanny weather sensing ability. He can
accurately sense the air temperature to within 1d4 degrees, sense the relative
humidity to within 2d4%, determine approximate wind speed to within 1d4 miles,
can sense major winds (such as tornados and the jet stream) within 3 miles and
local wind patterns (like vortices and downdrafts) within 300ft, can guess the
barometric pressure to within 2 inches, and can also determine the approximate
electrical disturbance in a 300ft area (in effect sensing the possibility of
lightning). Each of these simple acts of sensing require only a melee action
to perform.
All this combined gives the character a prediction ability
of 60% +3% per level for the local weather within a 10 mile radius for the day
(enough coverage for the average city). Doing the weather for the next day is
also possible, with a -20% penalty. For 2-3 days in the future there is a -35%
penalty. Prediction of weather takes five minutes. Multiple predictions can be
performed to 'weed out' inaccurate forecasts.
In addition to all this,
the character's body possesses an 'adaptive charge.' Since lightning is an
electrical current travelling from negative to positive, the character's body
maintains an ever- changing electrical charge and so lightning rarely, if
ever, strikes the character. He also takes half damage from all electrical
attacks. The adaptive charge is useful only against environmental electrical
activity - directed electrical blasts can still target the character (but do
half damage).
4. Other Abilities and Bonuses:
- +100 S.D.C.tm, plus each wing has the
equivalent of 40 S.D.C.tm
- Resistant to cold (half damage) and can tolerate cold temperatures as low
as freezing with no discomfort.
- Unaffected by thin air, high altitudes, or G-force under 5.
- Taking off, stopping, or landing counts as one melee action.
I've surfed to the occasional page
where I see a minor super ability of Extraordinary Intelligence Quotient. I have
to agree that Palladium left that power out of Heroes Unlimitedtm but I think it should be a major power and not a
minor one. Why? I try to be realistic with all my powers.
Think about it
for a second. With such a high I.Q. comes great creativity, high skill bonuses,
the ability to learn quickly, and the occasional photographic or an ediectic
memory. You could learn entire skill categories. You could be the 'jack-
of- all- trades' who knows a few skills in every category. You could know enough
science to make Mr. Spock whimper in ignorance. With a superhuman intelligence,
there are few secrets of the universe you couldn't unravel given the right
amount of time. If I were a mutant hero, being a mutant genius would be a first
choice of mine. The next would be Invulnerability ;)
1. Extraordinary
Intelligence Quotient:
Increase the I.Q. to 20+1d10 (counting a roll of 0 as a 10). Also
add a bonus of +1d4 to the M.E. (minimum of 14).
2. Great Mental
Powers:
The mutant has an extraordinary memory. He has the mental
equivalent of the psionic abilities of Total Recall and Speed Reading, but can
use them without any I.S.P.tm cost. They aren't
psionic abilities per se, though they function like them, so the
character can't be sensed by Detect Psionics or similar effects unless he has
actual psychic abilities.
3. Growth of Skills:
As levels increase, the character keeps getting more and more
knowledgeable. At level one let the player select four additional Secondary
skills. At each level of experience beyond the first the character acquires
one 'other' skill or college skill and two Secondary skills, in addition to
whatever the usual increase is. All these skills benefit from whatever bonuses
are valid (so Secondary skills benefit from high I.Q. bonuses but not O.C.C.
related bonuses).
4. Special Talent:
The character has one area of particular expertise, which of
course benefits from any I.Q. or O.C.C. bonuses. If you have Ninjas and
Superspiestm you can ignore power #4 and
instead let the player pick a Gizmoteer skill program as an alternative (the
special skill usually has a base skill of around 70% +2% per level). Some of
the below special talents will let the player pick an ability of one of the
Hardware classes at a reduced skill.
Lingustics: Select threeo
languages at a speaking ability of 98% and a literacy rate of +30%. Also
select five more languages with a +20% speaking ability and a literacy of
+10%. When the character uses his skill selections to pick another language,
he gets a +20% to speak and a +10% in literacy for such skills.
The
character is so good at deciphering languages that with 24 hours of time
(probably 8 hours a day for three days) of observing the language in use he
can engage in basic conversation (where is the bathroom, who is the man over
there, I'd like to order the..., etc.) His ability in 24 hours of study is
equal to what takes most high- school students a year to learn, a skill
proficiency of about 15%. If the character has studied a language some and
then selects it as a skill he may add another +5% bonus to his base skill.
The character's voice is also ranged enough to produce odd sounds such
as clicks and whistles that are insect like, animalistic grunts, or flawlessly
replicate a particular language dialect or accent.
Science: The
character automatically gets Math: Basic (+25%), Math: Advanced (+20%), and
Computer Operation (+15%). He may also choose another four science skills with
a +10% bonus.
Advanced scientific thought is a breeze for this
character - with just a few minutes of thinking he can come up with a few
pages of pretty accurate reasoning for understanding (or sabotaging) a deadly
chemical, a mutant plant, a genetically- engineered creature, a super high-
tech energy weapon, etc. The base skills for this special Scientific
Understanding is 70% +2% per level - GMs should add penalties based on the
unfamiliarity and/ or alien nature of the studied object. Use the Hardware
penalties as a basis.
Mathematics: The character gets the skill
of Math: Basic at 100% (yeah, it violates the rules but he will never
make a mistake with simple mathematical rules) and the Math: Advanced skill
(+25)%. The character gets Computer Operation (+10%) and a Science skill of
choice (+10%), plus has a +5% bonus on all Computer and Science skills. It is
possible to perform massive calculations or predict probabilities in a couple
minutes that would require a supercomputer a few hours to perform!
The
character is also able to race through unfamiliar mathematical systems to
arrive at a basic understanding of the rules of that system (useful in dealing
with alien technology). In this situation, the character has Math: Basic at
+20% and Math: Advanced in that system (most normal humans wouldn't have a
hope of understanding it). Calculating trajectories and estimating things is
also a very simple task for the character - add a +1 to strike/ parry/ dodge
on all attacks (including ricochet attacks) or a +5% to estimation skills
(like those with Radar or other 'guessing' skills).
Computer
Technology: The skills of Computer Operation (100%), Computer Programming
(+25%), Computer Repair (+10%), Math: Basic (+15%), Math: Advanced (+10%), and
Cryptography (+10%) are known. The character also has the skill equivalent to
the Computer Hacking skill of the Hardware: Electrical Genius, but it is at a
lower base skill of 70% +2% per level of experience.
Electronics: Possesses the skills of Radio: Basic (+15%), Read
Sensory Equipment (+20%), Basic Mechanics (+10%), Computer Operation (+15%),
Computer Programming (+10%), Electrical Engineer (+20%), and one Electronics
or Communications skill of choice (+20%). The character also has a skill
equivalent to either the Hot Wiring or the Electronics Construction
skill of the Hardware: Electrical Genius (at a base skill of 64% +2% per level
of experience) or the Hardware: Analytical skill of Electronic Countermeasures
(at 74% +2% per level of experience).
Mechanics: Has the skills
of Read Sensory Equipment (+15%), Basic Electronics (+15%), Mechanical
Engineering (+25%), Computer Operation (+10%), and may pick two Mechanical
skills of choice at a +20% bonus. The character also has a skill equivalent to
either the Build/ Modify Armor skill of the Hardware: Anaylitical
Genius (at a base skill of 72% +2% per level of experience) or a skill
equivalent to the Build Super Vehicles skill of the Hardware: Mechanical
Genius (at a base skill of 68% +2% per level of experience).
Engineering: The skills of Read Sensory Equipment (+20%),
Electrical Engineering (+15%), Mechanical Engineering (+15%), Weapons Engineer
(+15%), and two Mechanical or Electrical skills of choice at a +15% bonus. The
character also has a skill equivalent to either the Build/ Modify Armor
skill or the Analyze and Operate Devices skill of the Hardware: Anaylitical
Genius (at a base skill of 68% +2% per level of experience) or a skill
equivalent to the Build Super Vehicles skill of the Hardware: Mechanical
Genius (at a base skill of 66% +2% per level of experience).
Device
Operation: A talent for the understanding and operation of the
technological devices of the day. The knowledge to invent such objects is not
possessed (at least, not as part of the Genius super power) but the character
has a special knack for taking apart what's been created already, figuring out
how it works, developing blueprints for it, and putting it back together
again. These skills are known: Math: Basic (+20%), Math: Advanced (+15%),
General Repair/ Mainenance (+15%), Computer Operation (+10%), Read Sensory
Equipment (+20%), Chemistry (+10%), and Radio: Basic (+10%). The character
also has a skill equivalent to the Analyze and Operate Devices skill of the
Hardware: Analytical Genius, but it is at a base skill of 74% +2% per level of
experience.
Vehicle Operation: There is no vehicle that the
character cannot understand! Whether a conventional automobile, an ion drive
spacecraft, a Zentraedi battle pod (copyright of Harmony Gold, I believe), or
a high- tech combat helicopter the character can pilot it on instinct! He gets
all Pilot: Related skills at +15% - with Weapon Systems on a failed roll he
suffers no strike penalty but a successful one results in a +2 to strike
bonus! The character also knows how to Pilot: Automobile (+25%), or possibly
Pilot: Hovercraft if in a high- tech world like Rifts®. The character gets
three Pilot skills from the Basic list (+15%) and three more from the Advanced
list (+10%).
The character also has a general piloting ability of 38%
+2% per level of experience (better than nothing). One such skill roll can be
made per two and a half minutes of study of the vehicle in question. Even
better, the character can use vehicles to dodge with a +2 bonus - even tanks
and other heavy vehicles (!) so long as they can move more than 60mph. If
piloting power armor or robots, the character instead gets a +1 on all combat
rolls (strike, dodge, initiative, pull punch, all of 'em).
Medical: The character has the science skills of Biology,
Chemistry, and Math: Basic (all at +10%) and the Medical skills of Paramedic
(+20%), Pathology (+15%), and Medical Doctor (+20%). The character also has
one unique skill, either Holistic Medicine (+15%) or Criminal Science and
Forensics (+10% but a few prerequisites must be possessed). If a Rifts®
character, he might also select the skill to implant cybernetic or Juicertm technology into people so long as the needed
prerequesites are possessed. The character's affinity with healing techniques
provide a +10% save throw bonus to any being that is saving against coma or
death, and as an extra benefit the character needs only half the normal time
to administer healing.
Weaponry: An expert in the building of
advanced weaponry, the character gets the skills of Electrical Engineering
(+15%), Math: Basic (+20%), Math: Advanced (+15%), Mechanical Engineering
(+10%), and Weapons Engineer (+25%). The character also has a skill equivalent
to the Hardware: Weapons ability of Make and Modify Weapons, but at a
proficiency of 74% +2% per level of experience. No special bonuses apply to
the usage of weapons.
Criminal: The character has the Espionage
skill of Intelligence and the Military Skill of Find Contraband and Illegal
Weapons (both are +10%), and also gets the skill of Prowl (+20%) and
Streetwise (+25%). Select five additional skills from the Espionage or Rogue
categories (each gets a +10% bonus). The unique educational leaning of the
character grants a +5 bonus to the M.A. when attempting criminal acts
(recruiting henchmen, fooling a cop, convincing a mad scientist, etc.)
Military/Espionage: Training in military and espionage was what
interested (or was required of) the mutant Genius. He has the skills of
Military Etiquette (+20%), Intelligence (+15%), Trap/ Mine Detection (+15%),
Escape Artist (+10%), and Recognize Weapon Quality (+20%). The character may
also pick four skills from the Espionage or Military category (+10%). The
character also gets one hand to hand skill upgrade (if Hand to Hand basic is
selected, the cost stays the same and it changes to Expert - if Expert is
possessed push it up a level to become either Martial Arts or Assassin, and if
one of the latter add an extra melee action, a +1 on initiative, and a +1 to
strike, parry, and dodge).
Created by Vincent Valentine
This power is
simple - huge amounts of damage can be dealt with! Roll once on the the below
table for a hit point and S.D.C.tm (or
M.D.C.tm in Rifts®) modifier. This will not
affect the bonuses gained from level advancements or skills, but will modify the
bonuses from other super powers.
For example, Joe the Vagabond has 35
hit points, and 74 S.D.C.tm before skills. He
rolls a 3 which says his hit points are multiplied by 2½ times, and his
S.D.C.tm is multiplied by 3½ times for final
totals of 88 hit points and 259 S.D.C.tm Another
example could be Allisa the City Rat. She has the minor super ability of
Extraordinary Physical Endurance (provides 2d4x10+20 M.D.C.tm) She rolls a 2 and a 3 and gets 70 M.D.C.tm On the below table she rolls a 5 which says her
M.D.C.tm is multiplied by 4½ times for a final
total of 315 M.D.C.tm
Roll d6 |
Hit Points |
S.D.C. |
M.D.C. |
1 |
x1.5 |
x4.5 |
x2.5 |
2 |
x2.0 |
x4.0 |
x3.0 |
3 |
x2.5 |
x3.5 |
x3.5 |
4 |
x3.0 |
x3.0 |
x4.0 |
5 |
x3.5 |
x2.5 |
x4.5 |
6 |
x4.0 |
x2.0 |
x5.0 |
Regeneration
Rate: (varies with damage capacity total)
- under 100: 2d6 every two minutes
- 100 to 250: 4d6 every two minutes
- 251 to 500: 4d6 every minute
- 501 to 750: 5d6 every minute
- 751 to 1,000: 1d4x10 every minute
- 1,001 to 1,500: 1d6x10 every minute
- 1,501 to 2,000: 2d4x10 every minute
- 2,001 and up: 2d6x10 every minute
Bonuses and
Abilities:
- +1d6 to P.S.
- +1d4 to P.E.
- +2 to Pull Punch and Roll with Punch/ Fall or Impact
- +5 to save vs Pain
- +2 vs Horror Factor at level one, +1 more at levels four, seven, and ten.
- At first level, if the hit points are less than 50 increase them to 50. If
the S.D.C.tm is less than 150 increase it to
150.
- For M.D.C.tm characters, increase the
M.D.C.tm to 250 if it is less than that.
Note #1: When players end up with 1,000 or more S.D.C.tm he must roll for or select a weakness, an Achilles
Heel of some sort for the character (see the Mega- Hero in Heroes Unlimitedtm).
Note #2: When combined with the
Invulnerability power and the Alter Physical Structure powers, cut the hit
points and S.D.C.tm (or M.D.C.tm) modifiers/ multipliers in half (with a minimum of
1.5 for the hit points and 2.0 for the S.D.C.tm)
Also use the regeneration rate of this power above all others.
Note
#3: Mega- Heroes can't possess this power, as it would make them all but
unstoppable. If the GM does allow it, the character should not get the benefit
of the increase in hit points and S.D.C.tm listed
with that character class. Also, two weaknesses might have to be
acquired.
1. Basic Powers:
The character possesses the minor super abilities of Alternate
Form and Bio-Aura,
just as they are (except changing into the heroic form takes only two melee
actions). These two powers are the basis of the Heroic Form. The character's
human form has no special powers whatsoever - they exist only when in the
transformed state. The hero body is where the character's power is centered.
In addition to the special form, this major super ability also gives the
player a well- rounded character in terms of super abilities.
2.
Attack Power:
The player may choose a single offensive minor super ability. This
could be Absorb/
Release Energy, Body Weapons, Combat
Instinct, Combat
Quickness, Harm
Invulnerable, Harm
Supernatural, Lifesteal,
Manipulate Kinetic Energy, Mental Stun, Reactive
Combat Reflexes, Personal
Weapon, Power Channeling, Weapons
Master, or an Energy Expulsion power of choice (check out these also).
3. Defensive Power:
A protective, defensive, or durability-boosting minor super power
may also be chosen (not including Extraordinary Physical Endurance - see that
below). Choose one of the following - Barrier Force
Field, Energy Resistance, Hardened
Molecular Structure, Healing Factor, Impact
Resistance, Magic
Resistance, Personal Force
Field, or Psionic
Resistance.
As an alternative to the above, the player could also
select two of these powers: Impervious to Fire and Heat, Impervious to
Cold, Impervious to
Poisons/Toxins, Impervious to
Radiation, or Vacuum
Resistance.
4. Extraordinary Attribute:
The player may select one Extraordinary attribute or some other
'extraordinary' minor power like these few powers,
Mental
Superiority, or Physical
Superiority.
5. Other Powers:
The last selection is to choose a special power that is neither
purely offensive or defensive. Any non- offensive minor super ability can be
selected. Here are a few good candidates:
Advanced
Energy Expulsion (to go with any energy expulsion powers), Copy Minor
Super Ability, Damage
Overload, Extradimensional
Storage, Flight: Winged, Limited Alter
Physical Structure, Mental
Superiority, Overload,
Physical
Superiority, or Radar.
Since superhuman senses are rather weak in
some respects, the player could instead select any two Heightened Sense or
Super Vision powers (excluding Radar - I count that one as a full fledged
minor super ability).
Created by The Magus (with expansion by Brett
Hegr)
Range: Touch to initiate, but the power increase has a range
of 50ft +10ft per level.
Duration: Ten minutes per level while the
recipient is in range. All powers fade within 2d4 minutes (+1 minute per level)
of leaving range.
Save Throw: If resisted, 15 or better (add P.E.
bonuses).
In Rifts®: Double the range.
With just a touch the
character is able to create a physical change in another living creature, giving
it super abilities for a limited amount of time. These super abilities have a
power level equal to that of the power giver, but have no bonuses that
would be gained through experience (such as strike bonuses). Super speed powers
(and similar ones) that provide a wide array of bonuses see those bonuses
reduced by half (round up).
Though all powers gained are done so via
random rolls, the character has some experience in 'bending' the randomness of
the power. For each level of experience, the player can alter rolls by 2%. So,
if the random roll results in a 67% and the character is fourth level he could
give any power within a range of 8% (in this case, 59% to 75%). Apply this
special bonus to all rolls. If the character is trying to give a power that he
himself possesses, he automatically succeeds.
The act of touching and
imbuing another being with super abilities requires two melee actions. Once the
power is given, it (or they) will take effect in time to be used in the
next melee round.
One person can be given powers per level of
experience of the character. However, large groups of people take a mental toll
on the character. For every three people (or fraction thereof) that are powered
up, the character loses one melee action and a -2 on initiative. If all the
character's attacks are lost to concentration (quite possible), the character is
instead reduced to one melee action and has no initiative.
Normal
humans can be given either one major super ability or three minor super
abilities (add an extra minor super ability at levels three and eight). The
character can mentally decide which alternative is desired. Giving power to
those who already have super abilities is less effective. Only two minor super
abilities can be given at first level, but increases to three at third level.
After level six, the character can opt to instead bestow one major super
ability. Note that supernatural beings (to include mystically bestowed powers
characters), full conversion cyborgs, major or master psychics, machines of all
kinds, and magicians cannot be given any super abilities.
Other
limitations apply to the artificial powers. Since they are not permanent or
natural, the given powers cannot be mimicked, enhanced, or negated by other
super powers. Attempts at sensing the artificial powers are made at -3 (or
-15%). The bonuses gained by the power are also limited as stated in the first
paragraph.
Note: My edited form and the original form differ
greatly. I have provided the original here in its entirety, which allows a
person to permanently give another creature super abilities. I found that
to be extreme, but some GMs might wish to take the challenge of working with
this power.
Permanent Form: This is the power to imbue another person with a super ability. If the
character is giving the target a power that the character does not possess,
then roll on the table below:
01-50 A random Minor Power
51-80 A random Major Power
81-95 The desired power
96-00 Roll twice ignore all other rolls of this nature
The act of imbuing costs the imbuer 1d8 PE, 1d6 HP and 2 ME. If the
character is attempting to imbue a power he/she possesses then the
loss will be 1d10 PE, 1d8 HP, and 1d6 ME. These points can be regained
at the following rate: HP- As normal, PE- One per week of rest, ME- One
per month of rest
After using the power roll on the following table
01-55 Success! and loss of attribute points
56-70 Failure, no loss of attribute points!
71-85 Success! No loss of attribute points!
86-00 Failure, and loss of attribute points
Created by Brett Hegr and inspired by some of C.J.
Carella's ideas.
This amazing super ability allows the character to
manipulate the inertial forces around himself. The law of paraphrased inertia
states that 'any object at rest will stay at rest and any object in motion will
continue that motion unless affected by an outside force.' The character breaks
this rule time and time again with extraordinary results. At level one, two of
the following inertia abilities can be used simultaneously. Add one more ability
at levels two, six, and ten.
A few minor notes need to be addressed.
Inertia is not force, but the resistance to acceleration of a massive
body. The character cannot initiate motion with this power - only negate,
amplify, and alter it. Also, do not add the listed bonuses into hand to
hand combat skills. Keep them separate as players may choose to use certain
abilities at one time and not another thus changing the bonuses they have at the
time. And yes, the bonuses are cumulative.
1. Movement
Alteration:
Range: Self or 10ft per level of experience
Duration: Instant normally, but can last for one melee per level
Weight Limitations: 1000lbs per level can be affected
Running: The character can use this power to achieve his top
running speed in a matter of seconds (one melee action) and come to a complete
stop in that same amount of time. Through the use of inertial alteration, the
character can also double his speed attribute for running purposes and gains a
+4 to dodge while running. They can also run over difficult terrain like ice,
loose sand, and mountainsides at their normal running speed without fear of
falling. Characters with super speed can boost their running speed by +30% and
only gain a +2 bonus to dodge. However, super speed rams and punches (for that
extra damage) only take half (round up) the normal number of attacks to build
up sufficient speed.
Leaping: Normal people can jump their
height lengthwise with a running start, or half their height vertically. With
a running start they can jump a number of feet equal to their Spd. attribute
lengthwise or 150% of their height vertically (that's 9ft for a 6ft tall
person). Altering inertia allows a character to double these distances, or
quadruple them with a combination of inertia-boosted speed and leaping.
Persons with super speed, a running start, and this power can jump a number of
feet equal to half their speed in mph vertically or horizontally. Mutants with
Sonic Speed (running at 670 mph) can leap an amazing 335 feet! Changing
direction while in the air is also possible with this power. A mutant can leap
backwards and then suddenly move to the left or to the front again, allowing
the element of surprise. While leaping, those with this power gain a bonus of
+2 to strike, +2 to parry and dodge, and +4 to roll with punch/fall.
Falling: Another useful situation is the use of inertia to
inhibit falling. The character can fall from a distance of 50ft per level and
suffer no damage. Between that distance and double it they only take
one-fourth damage. Falling from distances above that means the character takes
only 1d4x10+30% the normal damage (falling from high distances is kind of
tricky to deal with).
Vehicles: It is also possible to alter
the course of vehicles with this power, but it depends on the weight/ mass of
the vehicle. Cars attempting a ramming attack can be deflected, motorcycles
can be knocked off balance, and helicopters can be crashed by an experienced
user. A mutant can force a vehicle control roll with a -5% penalty (or +5%
bonus, if stabilizing) per two levels of experience. To add a bonus to a
control roll, the character must be piloting the vehicle. Motorcycles
and equally sized machines can be affected at first level, most cars at third
level, large trucks, tanks, and aircraft at fifth level, and helicopters,
watercraft, and large aircraft at seventh level. Remeber, a character need
only be able to affect a majority of a vehicle's body to alter its direction
and momentum. Using this gives a character a +1 bonus at levels one, four,
eight, and twelve to dodge an oncoming vehicle (whether on foot or piloting a
vehicle himself).
Stopping/Preventing Motion: Characters may
want to use the power to keep a getaway car from moving or to prevent a gun
from firing. This is certainly within limits of the power, but the character
must be able to manipulate a mass equal to or greater than the object being
stopped. Holding a motorcycle in place is something any neophyte user can do,
but a large van or a semi will take someone with more experience. To prevent
things like bullets and arrows from firing requires a roll over the strike
roll with a +2 bonus, +1 at levels four, eight, and twelve.
2.
Defensive Uses:
Parrying: Using inertial forces to boost parrying abilities
is also possible. The character gets a +3 bonus to parry melee attacks, +1
more at levels four, seven, and eleven. This bonus can be added to hand to
hand combat bonuses. It is also possible to parry projectiles, but this is
trickier (and cannot be combined with hand to hand combat bonuses). Add a +1
bonus to do so at levels one, three, seven, and ten. Parrying multiple
projectiles (a burst of bullets) is possible only after level four, and then
it is done on a straight roll (no bonuses). Note that to parry anything, it
must have a physical nature. Energy weapons (psi- swords, lightsabers,
particle beams, etc.) are unable to be affected in this way. The projectiles
slow to a complete stop and drop impotently to the ground, so impact-detonated
missiles and grenades can even be blocked.
Dodging: It is
possible to boost dodging skills with this power too. Add a bonus of +3 to
dodge at level one, +1 more at levels four, seven, and eleven. At level three,
the character gains an automatic dodge with a +2 bonus when using his inertia
power for dodging puproses. Add another +1 at levels five, seven, and ten. The
character simply quickens his motion for very brief bursts of speed.
Damage Reduction: When this is focused upon, any and all
physical attacks made against the character see their damage reduced by half.
The attacks are slowed milliseconds before they impact. Successfully rolling
with an attack and using this ability cuts damage to one- fourth. A breakfall
combined with damage reduction results in no kinetic damage taken.
Energy weapons are not affected.
Balance Affecting: This is a
quasi- defensive action, but it has humorously effective results. A character
can shift the inertial forces surrounding a person, causing them to fall. This
can be used as an offensive or a defensive action with a +2 bonus, +1 more at
levels two, four, seven, ten, twelve, and fifteen. Against super speedsters
and fast fliers (travelling at over 50 mph) this bonus is halved. If the roll
fails, the attacker hits as normal. If it succeeds, the attacker misses and
must immediately roll to maintain balance or suffer knockdown. If used against
a flying opponent, the flyer must make a defense roll (add in P.P. and dodge
bonuses only) in order to fly straight. Failure means they are spinning out of
control for 1d4 melees (could be dangerous). The character needs to be within
6ft +2ft per level of the target for this to work.
3. Offensive
Uses:
Inertial Push: An impressive ability, this allows the
character to create a surge of inertia that can knock a victim down hard.
Against victims in the 10ft per level range the character gets a +2 bonus, +1
more at levels four, seven, and ten to do this. The push causes 1d4 damage per
level of experience and the victims must roll to maintain balance or suffer
knockdown. At close range, where the character can physically push someone,
the effects are much more devastating. First of all, P.P. bonuses can be added
to the attack roll. Secondly, the attack roll does 10 +1d6 points of damage
per level of experience and the victim automatically suffers the loss of two
attacks and initiative. In either case, the victim is pushed a number of feet
equal to the damage rolled by the player (halve this damage and distance for
super- heavy beings).
Attack Boosting: The damage of melee
attacks can be improved with this focus of the power. All hand to hand attacks
gain a +2 to strike bonus and become critical strikes (double damage), as the
character speeds up his weapons and fists to do amazing damage. Natural
twenties do triple damage, even more if the attack is normally a critical
strike (like a jump kick). The only drawback is that most weapons cannot
handle the force of the impacts. Attacking with hands and feet accelerated to
bone crushing speed causes 1d4 damage per attack to the character (padded
gloves can help this). Weapons run a 30% chance of breaking if the damage
inflicted exceeds three times their maximum normal damage (e.g. 24 points for
a 1d8 sword), or five times if a well- crafted weapon. Energy- based Personal
Weapons cannot be damage boosted.
Recoil Suppression: By
stabilizing inertial forces around himself, the character can shoot straighter
and easier than most people. With some training in firearms a character can
achieve phenominal skill. Add a +1 bonus to strike with firearms that cause
recoil at levels two and seven. The character never suffers penalties from
recoil.
Improved by El
Guerrero Pacheco
Author's Note: The original intangibility power
was good but it really needs a few changes to be a major super ability.
The improved power is the same as is found on page 276 of Heroes
Unlimitedtm, with the following changes and
additions:
Through partial intangibility, the character can reduce his
weight to one- third of the normal value. After level five, drop this to one-
tenth. The weight- shift requires one melee to perform (and to un- perform).
Provides a +3 to roll with punch, fall, or impact and falls do less damage
according to the weight reduction (if, for some reason, the character chooses
not to become intangible).
Can turn any part of his body intangible (or
tangible in an intangible state). The character can perform skills with
intangible limbs (phasing through plates and unphasing the fingers) but suffers
a -25% penalty or more if he cannot see what he is doing with his hands (X-ray
vision is a real bonus here). He cannot use this for combat without practice
(see below).
Passing through electrical devices has a 25% +5% per level
chance of short circuiting them, rendering them useless. Most components must be
replaced and 1d6x10+40% of of all information is lost on hard drives. Against
energy weapons (and any device that operates on electricity or computer chips),
moving through them has a 70% +3% per level chance of rendering the device
inoperative for at least 2d6+8 minutes (10-20). After the third level the
character can concentrate (-2 on initiative and loses one melee action) to
negate this effect.
At level one, the character can make extra non-
living matter intangible. The limit is 125 pounds plus 25 pounds per level with
a range of touch. Ignore the listed limit of 20 pounds. If the character
discontinues contact with the phased matter it instantly reverts to solidity
(could be very harmful or even deadly if phased into a person, -4 strike penalty
if used as an attack). Making an object intangible or tangible requires one
melee action. The range is touch, and extra matter can be made intangible for up
to ten minutes per level of experience.
At level three, the character
can make living matter intangible. The limit is 125 pounds plus 25 pounds
per level with a range of touch. If the character discontinues contact with the
phased matter it instantly reverts to solidity (and will probably die if inside
an object at the time). Making a person intangible or tangible requires two
melee actions. The range is touch, and extra matter can be made intangible for
up to ten minutes per level of experience.
At level five the player may
select one of these two alternatives: either a pretty dangerous ability or a
pretty deadly one! At level nine the other option is gained.
Option
One: it is possible to engage in melee combat by turning only fists or legs
tangible (tricky indeed!) The concentration required causes the loss of one
melee action and a -2 on initiative. Attempts to hit the character's limbs must
be called strikes with -4 penalties. Successful hits means the character takes
full damage.
Option Two: Though the character can choose to pass
though living matter without harming it, he can partially materialize for an
offensive effect. Passing through anything can be deadly for both the character,
and the victim if the 'anything' is a living creature! This special ability
usually takes places as what is called a 'phasing' punch or kick.
Both
the character and the victim make a saving throw of 15 or higher (add P.E save
bonuses, the character gets an extra +1 to save at levels six and nine). If the
victim saves no damage is taken and the intangible being is 'fought off' or
'rejected.' If the character saves successfully he takes no damage - failure
means 1d6 hit points of damage. If both fail the saving throw the victim and
phaser's bodies get mixed up and die instantly. If both succeed the saving throw
then both are rejected with no damage.
The damage of such an attack is
1d6 per full two levels of experience (meaning 2d6 at level five and 3d6 at
level six), direct to the victim's hit points. For M.D.C.tm beings the damage does not change. It is not
possible to renegerate phased damage - it must be healed back normally and super
ability/ magic/ psionic healing works at half strength. Striking at the victim's
brain or heart is pretty deadly. If the victim fails the above save throw (or
the damage is enough to deplete the victim's hit points) he immediately goes
into a coma. Recovery from the coma is made at +20%, but medical attention is
required (could be conventional, holistic, or paranormal, but not
regenerative).
Clearly, option two is more deadly - for both parties
involved!
Improved by El
Guerrero Pacheco
Author's Note: The original invisibility power
was pathetic and suitable only as a minor super ability rather than a major and
that was the main reason of the creation of this new version.
The
improved power is the same as is found on page 277 of Heroes Unlimitedtm, with the following changes and additions:
The character gets Light
Shifting due to the familiarity the character has with light alteration. The
player may also choose one of the following minor super abilities: Dark Aura,
Light
Aura, Stealth
Ability, or Bend Light.
The blood and any other fluid or part of the
character's inner body will remain invisible as well. If the character gets cut
or harmed his blood remains invisible (until contacting with the floor or some
non- invisible object). The character can also turn any part of his body (or
another person's if touching them) invisible or visible at will.
Can
make objects or even living matter invisible, limit of 20 pounds per level
beyond the listed 100 pounds. The range is touch, and extra matter (beyond the
base of 100 pounds) can be made invisible for up to ten minutes per level of
experience.
Cannot be seen in any spectrum of visible or invisible light
except infrared (heat). The character can still be detected by heat detecting
devices and other non- light based detection devices (such as sonar and
vibration sensing devices).
Other Abilities and Bonuses:
- Add +30% to Prowl (or use it as the base skill).
- Add +10% to Pick Pockets (if possessed).
- Add +5% to any deceit or 'sleight of hand' related skill.
Created by Chris Gileppa
Although
this power is called invulnerable essence, it is not true invulnerability. This
is reserved for true gods and other such powerful beings as they. A truly
invulnerable essence would mean that you would never die, even when your body is
completely destroyed, because your essence remains. As such, this is a lesser
version suitable for 'lesser than godlike' superbeings.
The physical and
spiritual body consist of essential energies interwoven in complex patterns.
Some are more complex than others, or more powerful, whichever the case may be.
Beings with this power have both; a large amount of essential life energies
interwoven in an extremely complex pattern that is effectively immune to any
outside influence that would seek to affect it. As a result some of these
defences are transferred to the physical body.
1. Positive Mental
State:
The character will have a slightly different outlook on life:
Tends to be positive and energetic, and sees pain and hardships as a natural
part of life, and accepts it. Result: Immune to the effects of mental
and physical pain. The character can survive till negative 80 hit points
and/or Chi, +10 to this amount every level. Also note that the character will
automatically come out of a coma in 15 seconds.
2. Protected
Life Force:
The characters physical body has been altered slightly. The blood
is supercharged with life force energies which regulates, enhances and
maintains the circulatory systems major functions while burning away any
impurities or foreign objects within seconds. It appears to be an iridescent
green colour and small bursts of green energy close any wounds and stop blood
flow.
Result: Immune to disease, poisons, toxins, gases,
radiation, extreme pressures (lots or none), microwaves, and normal heat/
fire/ cold. Blood clots almost instantly so there is virtually no bleeding.
Life energies are supplemented by Chi so the character does not fatigue and
will not starve.
3. Other Abilities and Bonuses:
Other manifestations of interwoven invulnerable essence include:
Immunities: Death blow only stuns for 1d4 melees, negative Chi
based physical attacks, knock out/ stun, possession, any sort of point total
drainage, disruption, physical transformation/ manipulation/ alteration/
metamorphosis, normal heat, fire, and cold.
Debilitating
Effects: Any not listed under immunities are automatically overcome within
15 seconds (one melee). This applies to all effects, regardless of their
source and includes things like mind control, hypnotic suggestion and even
coma/death.
Regeneration: This is directly linked to Chi
regeneration rate. The character regenerates four Chi and four hit points (or
two S.D.C.tm) every minute, and negative Chi is
ejected at the same rate of four per minute. If the character ever loses this
power their healing returns to normal.
Greater chance of
survival:
- +40% to save vs coma/death (automatically saves in 15 seconds).
- Add 1d4+6 to P.E. (mininum of 20).
- Add 1d4x100 to hit points, and add +10 per level instead of +1d6.
- Add 1d4x100 to Chi, and add +10 per level instead of +1d6.
4. Vulnerabilities:
Negative Chi: While negative Chi based physical attacks do
no damage, pure blasts of negative Chi are fought off just like normal. One
point of positive Chi can be used to destroy 1d6 incoming negative Chi. Each
point of negative Chi that gets through destroys 3d6 points of positive Chi!
If somehow reduced to negative Chi, the character loses all bonuses
and abilities provided by this power (except the hit point and S.D.C.tm bonuses) until Chi is restored to a positive value
- which doesn't take too long, since it is ejected rather rapidly. However,
while ejecting negative Chi the character cannot regenerate.
Created by Andrew Darling
This
is the bastard cousin of Karmic Power. The abilities of this power are a mixed
blessing to say the least. On the plus side, all of the jinx's opponents lose
their bonuses when they attack the jinx and any natural rolls of four or less
are considered critical failures (the attacker breaks his weapon, breaks a
finger, trips over himself and causes knockdown penalties to himself, etc.). On
the negative side, the jinx himself is naturally -4 or -20% to everything he
does and every natural roll of four or less is a critical failure twenty four
hours a day.
1. Curse: The jinx can curse someone with a simple
touch. That person will find themselves experiencing a damaging random event
once per hour for the duration of the curse. Roll on this table to determine the
general nature of the random event:
01-50 The event will merely damage the victim's dignity (a faucet
breaks in the restroom and sprays their pants, or something similar)
51-75
The damage will be minor, 1d4, the result of walking into a desk, stubbing a
toe, or a zipper malfunction,
76-90 The damage will be significant, 2d6,
and of the nature of having a chair break, tripping and falling into an
object, or something equally painful and inconvenient.
91-97 The damage is
serious, 5d6, and the equivalent of getting whacked in the head with a
good-sized piece of wood.
98-00 The victim has an accident that is life
threatening or very injurious (hit by a car, a safe falls on him, etc.) Damage
is usually 1d6x10 or 2d4x10.
The duration of the curse is 24 hours
plus two hours per level of the character. The curse can be lifted by another
touch of someone with the Jinx power, or a Remove Curse spell cast by a magician
of equal or greater level than the original jinxer.
2. Aura of
Low-rolling dice: All people within five feet of the jinx will experience
terrible luck, -20%, in all games of chance. The jinx may work for (or against!)
casinos, fixing games by standing in the right places.
3. Other
abilities: All developed from experience - like a callous.
- +40 S.D.C.tm. You'll need it.
- +2 to save vs pain.
- +2 to save vs non-lethal poison.
Created by the Cubist
This is the power to absorb
kinetic energy into one's body for temporary enhancment. The character has the
following powers and abilities:
All kinetic attacks do no damage, including punches, explosions,
rail guns, and vehicle rams. They might knock the character down, but they
won't hurt him. Bladed weapons and falling do one- tenth damage (and don't
contribute towards absorbtion at all).
Sonic and vibration attacks do
no damage and partially bounce off the character, doing half damage to anyone
within 6ft of the side of the character that took the hit. Penalties from
damaged hearing still apply. The character can only absorb half the damage, as
it is kinetic but extremely chaotic and hard to absorb.
The character
can retain aborbed but unused kinetic energy for five minutes per level of
experience. After the duration ends, it simply disappears. Note that extra
S.D.C.tm and extra strength are not gained
simultaneously - the player must decide what gets boosted with each hit.
Boost #1 Every three points of kinetic, sonic, or vibration
damage absorbed results in the gaining of one point of extra S.D.C.tm (or mega- damagetm)
up to a maximum additional S.D.C.tm of the P.E.
times ten.
Boost #2 Every five points of absorbed damage can
add a +1 bonus to P.S. If the P.S. bonus is more than the P.E. times 4, the
strength turns superhuman, and if the P.S. bonus is more than the P.E. times 8
strength turns supernatural. The effective strength limit is five times
the actual P.S. attribute of the character.
Other Abilities and
Bonuses:
- Add 1d4 to the P.S. (considered Extraordinary).
- Add 1d4 to the P.E.
- Add 1d4x10 S.D.C.tm
- In Rifts® the character becomes a mega- damagetm being with 6d6+24 M.D.C.tm (this increases as hit points do, +1d6 per level).
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