Wednesday, December 11, 2013

New Physical Powers

New Physical Powers!

Charge Objects
Link: STR

Range: Special
Type: Auto
Base Cost: 25
Factor Cost: 5
The Charge Objects power allows a character to infuse items that they touch with explosive energy, causing every item to be a grenade. The item can be charged as an Automatic Action. It will hold a charge as long as the character is in contact with it. Once it is released it will detonate at the beginning of the next phase or as soon as it is impacted with something. The item can be thrown like any other item and it will explode on contact.
The explosion of a charged item functions like a bomb, though far less lethal. It starts at the point of contact, called ground zero, and extends out to a distance equal to one quarter the APs of power (round down). It is a physical attack against everyone and everything within range, except the user, with an AV/EV equal to the APs of the power. The explosion suffers no Multi-Attack penalties. AV/EV is reduced by 2 APs for every 1 AP of distance between the target and ground zero.
The maximum size of the object that can be charged is equal to half the APs of power in APs of weight.
For a +1 FC, the AV/EV of the explosion is only reduced by 1 AP for every 1 AP of distance between the target and ground zero. For a -1 FC, the explosion will affect the user as well.
 
Claws (major revision)
Link: STR

Range: Touch
Type: Dice
Base Cost: 25
Factor Cost: 4
A character with the Claws power possesses claws of other sharpened attack methods (such as teeth, spines, or quills). When using this power to attack or to cut and rend materials, the character’s DEX acts as the AV while the APs of power are added to the character’s STR for the EV. The use of claws on a living being is always considered Killing Combat.


Devour
Link: BODY

Range: Touch
Type: Dice
Base Cost: 25
Factor Cost: 3
This power allows a character to eat anything that will fit into his mouth without harm. This includes guns, rocks, knives, etc. As long as the item will fit into the character’s mouth, he can eat it. This is a physical attack with the character’s APs of power as AV/EV. The OV/RV of objects is their BODY. For living beings, OV/RV is their DEX/BODY.
The character can also eat explosive devices, though if the Bomb power of the device is high enough, it still causes damage. Subtract the character’s APs of Devour from the device’s APs of Bomb. The remainder is the EV of the explosive after it has been eaten. Make no roll for this attack- the explosive automatically hits- simply compare the modified EV to the character’s BODY on the Result Table. RAPs are Killing Damage taken by the character.        
Devour used against living targets is considered Killing Combat. Note that a creature that simply possesses jaws and teeth large enough to eat living beings, like a shark, does not have this power- they have the Claws power.
 

Disintegration (revision)
          This power may be purchased with a special +2 FC Bonus: Reintegration. With this, the character can reintegrate a target he has previously disintegrated. This is a dice action with the APs of power as AV/EV and the OV/RV being equal to the RAPs of the original attack. The character cannot reintegrate targets disintegrated by others, only his own. The character to be reintegrated cannot have been disintegrated a length of time in APs longer than the disintegrating character’s APs of WILL.
 



Energy Absorption (revision)
        This power may be purchased with a special +3 FC Bonus: Elemental Absorption. This allows the character to absorb damage from attacks relying on the elements (air, earth, water, and fire), including Flame Project, Water Jet, Sand Blast, Ice Production, etc.
 



Flight (revision)
This power may be purchased with a special -1 FC Limitation: Wings. The character uses wings to fly. If his Wings are entangled, grappled, or otherwise restricted, he cannot fly. Realistically, a character cannot have more than 8 APs of Flight if he has wings, but comics are full of exceptions to this.
This power may be purchased with a special +2 FC Bonus: Hyperwarp. The character can slip into a parallel dimension that allows faster-than-light travel. The minimum APs required for this ability is 29 (light speed), and the +2 FC only applies to APs of 29 or more. 28 APs or less are bought at the regular FC.
With this bonus, the character can still travel at sublight speeds, but assumes the parallel dimension at 29 APs of movement or more. This power cannot be used inside of an atmosphere.
While in this parallel dimension, the character cannot attack or be attacked except by others traveling through the same dimension at the same speed. The character is also nearly impossible to track or detect. Only other characters with this power have a chance at all, and even then, the active APs of power are the OV/RV of such attempts.
Note that this power is not the only means to travel at FTL speeds. The Green Lanterns and the silver age Superman, for example, travel at such speeds in real space. This power represents the traditional ‘warp speed’ or ‘hyperspace’ of Star Trek and Star Wars fame. 


Force Field (revision)
          A Force Field that can protect others can contain air and environment allowing travel through space or under water without harming the interior occupants. In this case, the APs of power function as the STR of the Field for the weight it may carry. Half of the APs of power (round up) function as the APs of time the environment will last before expiring.





Magma
Link: BODY

Range: Normal
Type: Dice
Base Cost: 15
Factor Cost: 5
This power allows a character to fire a blast of molten rock or metal (magma or lava) at a defender. It could also represent plasma (superheated gas). This is a physical attack with APs of power acting as AV/EV. The OV/RV is equal to the target’s DEX/BODY. Any object that is combustible will burst into flames upon contact with Magma.
          Armor offering protection always suffers damage from magma. RAPs of damage the target takes, the armor takes as well.
There is no way to use Magma safely. It is always considered Killing Combat.
  


Petrifaction
Link: STR

Range: Touch
Type: Dice
Base Cost: 20
Factor Cost: 8
This power allows a character to physically transform a target into stone, ice, crystal, metal, or some other substance. The APs of power act as AV/EV against the target’s DEX/BODY as OV/RV. RAPs indicate success.
               The target remains transformed and is unable to change back for an amount of time equal to the APs of power. While transformed, the character has a BODY and Weight equal to the substance he has been transformed into (use the Walls Table for examples).
               An attack on a transformed character is always considered Killing Combat, since if the character is shattered or broken while transformed, he will die. However, the character is immune to gas, suffocation, Mental, and Mystical attacks while transformed. In the comics, transformed characters are also seemingly immune to environmental effects such as extreme temperatures, radiation, or vacuum (those turned into ice never seem to melt!). The GM may or may not observe this, depending on how realistic a campaign he is running.
               This power can be purchased with a special +2 FC bonus: Permanent. In this case, if the attack must gain RAPs equal to the target’s BODY to work. If it does work, however, the target is permanently petrified. With this bonus, the attack is always considered Killing Combat.
This power can be purchased with a special -2 FC  Limitation: Conscious Transformation. The transformation immediately ends if the attacking character is rendered unconscious or dead.
               The Grey Gargoyle has this power.
          
 
Pheromones
Link: BODY

Range: 1 AP
Type: Auto
Base Cost: 20
Factor Cost: 8
A character with this power emits powerful pheromones that affect others near him. To use Pheromones on a target, the character must be within 1 AP of the target (20 feet). In addition, the target must have an active sense of smell. If the target can be affected by the Pheromones, then the user may add the APs of power to the AV/EV of Interrogation, Intimidation, or Persuasion attempt. In addition, when comparing attributes during an interaction maneuver, the user may add his APs of power to the attribute being compared.
          High winds (whether natural or the result of rapid movement or Superbreath), strong stinks (like in a sewer, chemical plant, dump, etc), or a lack of air (as in a vacuum, under water, or in smoke) render Pheromones useless. Characters with Analytical Smell/Tracking Scent suffer a -2 CS to their OV/RV in interaction maneuvers with users of Pheromones.
       
 
Plague Touch
Link: STR

Range: Touch
Type: Dice
Base Cost: 30
Factor Cost: 5
A character with this power is able to infect defenders through skin contact with fast acting, serious illnesses. The initial attack uses the attacking character’s DEX as AV and the APs of power as EV. RAPs are the number of successive phases the defender will be attacked by the disease.
In these successive phases, the defender is attacked by the APs of Plague Touch acting as the AV/EV against his BODY as OV/RV. These continuing attacks simulate the spread of disease throughout the defender’s body. If any of the attacks result in RAPs of damage, then the defender becomes sick.
While sick, the defender suffers a +2 CS to all physical AV/EV and OV/RV, including recovery checks, and a +1 CS to all mental and mystical OV/RV. This continues for an amount of time in APs equal to the cumulative RAPs of BODY damage caused by the power’s attacks.
An attacker who is already sick cannot be attacked by another Plague Touch until the previous attack has completed its infection. 
 
Sand Blast
Link: BODY

Range: Normal
Type: Dice
Base Cost: 15
Factor Cost: 4
A character with the Sand Blast power can blast targets with a mass of fast moving sand. Use of this power is a physical attack with AV/EV equal to the APs of power. OV/RV is equal to the target’s DEX/BODY.
In addition to the damage, if the attack earns half RV or more RAPs, the target is blinded for a number of phases equal to the RAPs of the attack. While blinded, the RAPs are subtracted from the defenders’ DEX and Initiative.
          
  







Self Manipulation (revision)
          Self Manipulation (a poorly named power if ever there was one) is generally limited to mimicking Physical Powers only. If the character wishes to mimic objects with Mental powers (such as computers or sensors), he must take a +2 FC bonus. To mimic objects with Mystical powers is a +2 FC bouns and Self Manipulation must be Mystic Linked.
This power may be bought with a special -2 FC limitation: Simple Objects Only. With this limitation, the power cannot mimic the effects of any moving parts. Thus, the character could not become a car, airplane, or wagon, but could become a wall, raft, parachute, bridge, or to flatten himself out, assume a slightly altered appearance, or transform into a set of clothing.
     
 

Shockwave
Link: STR

Range: Normal
Type: Dice
Base Cost: 15
Factor Cost: 4
The character can create a wave of force that causes Knockback and damage. Many very strong heroes have this power and use it to slam the ground or clap their hands as an attack. The character can attack all targets within one AP-wide corridor extending from the site of origin with no Multi-Attack penalties (i.e., the attack is made against each target separately). This is resolved as a physical attack with the hero’s STR as EV and APs of power as AV. RAPs are split evenly between damage to the targets' BODY and APs of Knockback. The Knockback is reduced by the target's APs of weight. 
          Note: When a character is Knockbacked in this fashion, he may sustain auxiliary damage from contact with objects (buildings, the ground, spikes, vehicles, etc.) This damage is considered as being sustained in Killing Combat, although the character using Shockwave is not penalized as such during the distribution of Standard Awards unless the resulting damage actually killed a character or unless the attacking character intended to harm the target deliberately in this fashion. 
           If slamming the ground, this power does significant collateral damage. The GM should be creative in the description of cars flipping over, pavement cracking, trees toppling, etc.
          

Shrinking (revision)
          If using this power at 40 APs or more, the character falls out of our world and into the Microverse, an alternate dimension that exists at sizes smaller than electrons.




Skin Armor (revision)
               Skin armor primarily protects against physical attacks relying on physical impact like Acid, Claws, Ice Projection, Magma, Projectile Weapons, Sand Blast, Strike, Water Jet, falls, and knockback. Against energy or elemental attacks, like Energy Blast, Flame Project, Lightning, Sonic Beam, Stun, or Super Breath it offers a reduced level of protection. Against such attacks, it suffers a -1 CS to RV.
As a rule of thumb, if the attack employed has a tangible, physical element, then Skin Armor is fully effective against it. If it is a purely energy-based or intangible attack, then it has a lesser effect.


Sleep
Link: BODY

Range: Normal
Type: Dice
Base Cost: 15
Factor Cost: 3
This power allows a character to put another into a deep sleep. This is resolved as a physical attack, with APs of power as AV/EV and the target’s DEX/BODY as OV/RV. RAPs are the APs of time the target is put asleep.
          While asleep, the character cannot be wakened by any normal means. He is completely vulnerable to attack, with his OVs all reduced to 0. Each phase, the sleeper can try to break the spell over him by making a dice action with his BODY as AV/EV and the total RAPs of the attack as OV/RV. A successful roll allows the character to awake, but he is stunned the next round.
  
Slick
Link: STR

Range: Normal
Type: Auto
Base Cost: 5
Factor Cost: 1
This power allows a character to coat an area with a slippery substance like oil or grease. This slick covers an area equal to the APs of power and lasts for a number of phases equal to the APs of power. Any movement across the slick is impossible without a dice action against an OV/RV equal to the APs of power. The user can skate across this surface at a speed equal to half his APs of power.

Snare (revision)
 A Snare can be used as a swing line or a rope. In this way, it has any length the character desires, up to a maximum equal to his APs of power. The line has a STR and BODY equal to the APs of power. The character can move using the swing line at a speed equal to half his APs of power.
 





Stretching (major revision)
Link: DEX

Range: Self
Type: Auto/Dice
Base Cost: 30
Factor Cost: 8
This power allows a character to elongate his own body a number of APs of distance equal to the APs of power (allowing the character to make hand-to-hand attacks, see items more closely, pick up objects at this range, etc.).
This power is extremely versatile:
* The character’s flexibility allows him to dodge physical attacks with great ease. He may, as an Automatic Action, substitute his APs of power for his OV against physical attacks. He cannot perform this action in the same phase that he adds his power to his RV.
 
* The character can absorb most physical attacks by stretching under the impact, thus slowing the force of attacks that do not rely on energy such as bullets, punches, cannons, missiles, runaway cars, charging rhinos, etc. In this manner, a character adds the APs of Stretching to his RV against attacks relying on impact. However, to do this, the character must announce that he is defending during the phase and may take no other action.
          In the case of large physical objects, the character can also slingshot objects that he fully absorbs. If the attack scores no RAPs on the character, he may send it flying back as his Dice Action the next phase. The APs of Stretching act as the AV/EV and the target’s DEX/BODY are OV/RV. Explosive weapons will only explode if they are triggered by impact or timed to go off, such as a bomb or grenade. In this case, use the APs of the weapon’s attack power as EV and the APs of Stretching as AV.
          If the stretching character is merely wishing to throw the object as far away as possible, then substitute his APs of Stretching for his STR. Used this way, the power can throw the target character a distance in APs equal to the APs of power minus the target’s APs of weight. If throwing a living person or creature, then the thrown target may still suffer Knockback or falling damage as usual.
 
* The character can substitute his APs of power as AV/EV when catching things by wrapping around them and stretching with them to slow their momentum. When doing this, the character can take no other actions in the phase.
 
* The character is all but impossible to Knockback, since he can send the impacted part of his body flinging off and then snap it right back. As long as the character is not surprised by the attack, he may subtract his APs of power from any Knockback distance.
 
* The character can use his power to move at a speed equal to half his APs of power by stretching and rapidly contracting. In addition, he may ignore obstacles that he can step over (those with fewer APs of height than his APs of power). Moving in this fashion counts as a Dice Action.
He can also climb easily by stretching the top half, or step down easily by stretching his lower half, and then contracting. This allows him to climb or step down from any height that is fewer in APs than his APs of power without possibility of a fall. It also allows him to add his APs of power to any climbing dice actions. Moving in this fashion counts as an Automatic Action.
 
* The character can stretch to grapple a target. To do this the character makes a dice action using the APs of power as the AV/EV against the target’s DEX/STR as the OV/RV. Positive RAPs indicate that the target has been caught and has his DEX and Initiative reduced by the RAPs of the Stretching attack until he can break free.
          If the character wishes to restrict the target’s movement (by enwrapping his legs, wings, etc) he must use a Trick Shot, suffering a +1 CS to the OV. If the attack is successful, RAPs are subtracted from both the target’s DEX and his movement speed.
          If the character wishes to restrict the breathing of a target (by constricting his throat or enwrapping his face) he must use a Trick Shot, suffering a +2 to the OV. If the attack is successful, the target cannot breathe and must hold his breath or begin suffocating.
          In order to break free a grappled character must make a dice action using his STR as the AV/EV against OV/RV equal to the RAPs gained by the original Stretching attack. RAPs indicate he has gotten free.
       
Strike
Link: STR

Range: Touch
Type: Dice
Base Cost: 25
Factor Cost: 4
A character with the Strike power possesses an attack that does a lot of blunt force trauma. Iron or stone fists, a karate “super-chop”, a thick skull he can head-butt with, super strength, etc. When using this power, the character’s DEX acts as the AV while the APs of power are added to the character’s STR for the EV.
 
 

Stun
Link: BODY

Range: Normal
Type: Dice
Base Cost: 15
Factor Cost: 3
This power allows the character to attack a target to stun him using an energy blast, nauseating stench, vibration, flashing lights, waves of vertigo, etc. This power is a physical attack, with the character’s APs of power acting as AV/EV and the target’s DEX/BODY as OV/RV. It only affects living organisms. The following table details the results:
N              None.
1 RAP   Target is Stunned for 1 phase in which he loses his dice action (a normal Stun).
1/2 RV      Target is Stunned for 1 phase in which he loses all of his actions.
Full RV    Target is Stunned for 1 minute in which he loses all of his actions. He must make a roll to avoid falling down using DEX as AV/EV and the RAPs of the Stun attack as OV/RV.
Over RV    Target is knocked out for a number of APs of time equal to the RAPs of the attack.
 

Super Breath (revision)
          This power may be purchased with a special +2 FC Bonus: Super Cold. In addition to being able to blow people away, the character can choose to freeze them solid. If freezing the target, the user may trap him in a block of solid ice. RAPs equal the ice APs which have trapped the target. While the target is trapped, his DEX and Initiative is reduced by the APs of ice and he cannot move. To break free, the target must make a successful physical attack (i.e., earn positive RAPs) against OV/RV equal to the ice APs of the attack. Used in this way, Super Breath never causes Knockback.
 
Toxic Blood
Link: BODY

Range: Special
Type: Special
Base Cost: 15
Factor Cost: 5
A character with the Toxic Blood power has blood that is dangerous. Any time the character suffers 1 RAP or more of killing combat damage, his blood sprays out as an attack.  The character’s APs of power acts as the AV/EV of this physical attack against all targets close enough to the character- about 5 feet or less (-1 APs)- without any multi-attack penalties.
 

Unstoppable
Link: BODY

Range: Self
Type: Auto
Base Cost: 50
Factor Cost: 4
This character becomes a charging juggernaut when moving, allowing him to smash through objects and attack targets with tremendous force. He may substitute his APs of Unstoppable for the AV of Charge Attacks and may add his APs of power to the EV of Charge Attacks. Furthermore, the Unstoppable character does not take damage from his own Charge Attacks.
          Also, while moving, the character may substitute his APs of power for the RV of any physical attack he takes. He may add his APs of power to his RV against entangling or grappling attacks, and he may subtract his APs of power from any Knockback distance.
          
 
Water Jet
Link: STR

Range: Normal
Type: Dice
Base Cost: 15
Factor Cost: 4
This power allows a character to create a powerful blast of water. The character can attack all targets within one AP-wide corridor extending from the site of origin with no Multi-Attack penalties (i.e., the attack is made against each target separately).
          Use of Water Jet is a normal physical attack with the APs of power serving as AV/EV. Besides any damage the attack causes, any attack that achieves half RV or more RAPs causes the target to be Knockbacked much further than normal. In this case, RAPs are APs of Knockback the target suffers, minus his APs of weight. The maximum APs of distance a target can be Knockbacked with this power is equal to the character’s APs of power.
          Note: When a character is Knockbacked in this fashion, he may sustain auxiliary damage from contact with objects (buildings, the ground, spikes, vehicles, etc.) This damage is considered as being sustained in Killing Combat, although the character using Water Jet is not penalized as such during the distribution of Standard Awards unless the resulting damage actually killed a character.

 
Webbing
Link: STR

Range: Normal
Type: Auto/Dice
Base Cost: 50
Factor Cost: 10
This power allows a character to create long strands of sticky webs. These webs last a number of APs equal to half the character’s APs of power.  Webbing is a very useful power and can be used for a variety of effects:
*It can be used to wrap a target in webs, snaring him, or to web him against a wall or other object. To snare a target a character makes a Dice Action using the APs of power as the AV/EV against the target’s DEX/STR as the OV/RV. Positive RAPs indicate that the target has been caught in the web and has his DEX and Initiative reduced by the RAPs of the Webbing attack until he can break free.
          If the character wishes the webs to restrict the target’s movement (by entrapping his legs, wings, etc) he must use a Trick Shot, suffering a +2 CS to the OV. If the attack is successful, RAPs are subtracted from both the target’s DEX and his movement speed.
          If the character wishes the webs to restrict the breathing of a target (by constricting around his throat or covering his mouth) he must use a Trick Shot, suffering a +3 to the OV. If the attack is successful, the target cannot breathe and must hold his breath or begin suffocating.
          In order to break free a webbed character must make a dice action using his STR as the AV/EV against OV/RV equal to the RAPs gained by the original Webbing attack. RAPs indicate he has gotten free.
 
* It can be used as a swing line, a rope, or as a way of catching a falling object. In this way, it has any length the character desires, up to a maximum equal to half his APs of power. The line has a STR and BODY equal to the APs of power. The character can move using the swing line at a speed equal to his APs of power, to a maximum speed of 5 APs. This is an Automatic Action.
 
* It can be used to attack a target by creating hard balls of webbing that can be thrown. This is a normal physical attack with the character’s DEX as AV and the weight in APs of the web ball as EV. This is a thrown weapon and has a range equal to the character’s STR minus the APs of weight of the web ball. The weight can be any the user desires, up to a maximum equal to his APs of power.
 
*The character can make create a giant sling shot, allowing him to throw himself and others over long distances. Used this way, the power can throw the target character a distance in APs equal to the APs of power minus the target’s APs of weight. It can also sling objects as an attack using the APs of Webbing as AV/EV against a target’s DEX/BODY as OV/RV. When performing this action, the character may take no other action in the phase.
 
* The webbing can be sprayed across a target’s eyes to blind him. This is a Trick Shot with a +2 CS to the OV. The defenders’ DEX is the OV/RV, and RAPs are subtracted from the defenders’ DEX and Initiative for a number of phases equal to the RAPs of the Webbing attack.
 
* The user may make solid web constructs such as walls, bridges, ladders, etc. with volume, weight, and BODY equal to the APs of power. In the case of walls or other barriers, the user’s APs of power are added to his RV against physical attacks. Such a character will be unable to enter physical combat while within the barrier.
Bridges and ladders would have a length and STR equal to the APs of power. This is a Dice Action.
 
* The user can create a parachute or glider of webbing to slow his or another’s falling or to allow gliding. Used this way, the power gives the character the Gliding power at a number of APs equal to his APs of power minus his APs of weight. The BODY of such is equal to half the APs of power used to create it. This is an Automatic Action.
 
* The user may create a shield of webbing and use it to Block incoming attacks. This is a normal Block, but with APs of power acting as AV/EV. The shield will have a BODY equal to the APs of power used to create it. Creating the shield is an Automatic Action.

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