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Mechano-Link
Created by Kevin Siembieda
Expanded by Brett Hegr
Created by Kevin Siembieda
Expanded by Brett Hegr
The ability to mentally 'link' with any kind of machine, to the point where it reacts to thought more than triggers and buttons. The power is expanded from the version found in Heroes Unlimitedtm.
1. Computer Merge:
Forms, monsters, and demigods, as well as magic, insanity and mind altering cybernetics are all elements in this book. Some parents may find the violence and supernatural elements of the game inappropriate for young readers/ players. We suggest parental discretion. Nano-Hive Brain Implant (Cybernetic Implant) Nano-Hive Brain Implant (Patron Item) By utilizing a microscopic port on the skin and the ability of the nano-bots to utilize the organic material of the body, Mindwerks has created an implant which can create a tiny insect sized drone which can be sent out for short ranged recon.
The character can merge and communicate with any computer system (robots, modern vehicles, computerized factory machines, even nanites). The link can be as direct as touching the machine itself, or can be remote if the machine has some kind of modem or wi-fi link up. The character may be prevented access to certain files and information by sophiticated programs (to include AI programs) and high- level security, but has the capability to work around these blockades with some successful Computer Operations and Computer Hacking rolls. If the character doesn't have the skill of Computer Hacking, they have a natural proficiency with a base of 30% +5% per level of experience. Those who do have hacking skills get the usual +20% bonus.
2. Understand Alien Technology:
The character has the capacity to understand alien technology, state of the art human technology, and Psi- Mechanictm and Techno- Wizardtm devices. The base skill is equal to 50% +4% per additional level of experience.
With the proper tools and enough time, the character can also learn how to repair and operate any device. If the device was just found, impose a -40% penalty. If the character can study it for a few days (or the device is relatively simple), the penalty is reduced to -20%. After studying a particular device for a week or so, there is no penalty at all. Note that the character probably won't have the ability to use Techno- Wizardtm or Psi- Mechanictm devices (see the Overload minor power for a possible sidestep).
3. Understand Common Technology:
Within seconds of touching any well- known machine, the character becomes aware of any problems plaguing it (a scratched hard disk, faulty cooling system, clipped brake lines, burned out power core, broken power cables, electrical short, etc.) and how serious the problem is. Anything that is contrary to the 'natural' state of the device will be sensed. Thus, if a bomb was placed underneath the driver's seat it wouldn't be sensed. If that bomb were instead hidden inside the engine in a way that disrupted functioning, then a problem with the engine would be sensed.
The character's knowledge of a well- known machine he is in contact with has a base skill of 70% +5% per additional level of experience in regards to schematic, operational, and compositional data. Use the mechanics and electrical skills for repairs - the base skill is only for knowledge about the specific machine.
4. Vehicle Operation Bonuses:
When piloting a machine, the character can forge a mental link with the machine and gain the following bonuses (in addition to applicable ones listed below):
- One additional attack per melee
- +1 on initiative
- +2 to strike with all weapon systems
- +1 to strike with a punch, kick, or body block
- +1 more to strike with a flying melee attack
- +2 to pull punch
- +2 to roll with impack
- +2 to parry normally, with hands and arms
- +1 more to parry with hand to hand weapon systems (vibro blades and such)
- +3 to dodge on ground and +4 in the air
If piloting a land vehicle that can move at a speed greater than 90kmph, the character can even dodge with the vehicle, whether it is a tank or '67 Mustang.
5. Other Bonuses:
- The character's natural talent with machinery provides him with a +20% bonus on all piloting, pilot related, computer related, electrical, and mechanical skills. The character also gains a +2 bonus to strike (aimed or burst fire) with vehicle weapon systems, energy weapons, artillery weapons, all manner of firearms, as well as melee weapons like chainsaws, vibro & heat blades, etc.
- This mutant is also different from other mutants in and of that their biology more readily accepts certain cybernetics, specifically those that enable it to interact with other machines (spinal jack and similiar implants, discuss this with your GM).
Mental Invisibility
Created by Chris Gileppa
Created by Chris Gileppa
This power was requested by a friend of mine after he read the Warlock series of books. The ability was originally a psionic power, but due to it's power level I suggested that it would be more appropriate as a major power.
The characters mind is effectively 'invisible'. All attempts of attack, detection, etc. that target the mind will be rendered ineffective, even when the character is standing right in front of them! It's like a very thorough Mind Block.
Any attacks against the mind directed in the characters way will not find there mark, it's as if there is nothing there to hit. See Auras will register the character as nothing special (even if he has vast psionic and super abilities) and Presence Sense can't detect the character!
In fact the power is so effective, the character himself cannot use any psionic powers he may possess while his mind is invisible unless he pays double the I.S.P.tm cost. Dropping the invisibility (can't be done until level three) allows the character to pay the normal cost.
Duration: At first the character cannot control his power and it is constantly on. At third level he can become 'visible' for ten minutes per level, and at level seven the character learns to turn his power on or off at will. This might be useful sometimes - like when telepathic contact is necessary
Defenses: This ability provides protection against all mental attacks. For game purposes the character is immune to mind control and possession, any sort of Empathic Transmission and Bio- Manipulation, all Mind Bleeder powers, spells like Calling and Id Barrier, and most forms of paranormal sensing and targeting.
Bonuses: Against magical and psionic illusions, the character has a +5 bonus to save. Also add a +2 vs Horror Factor.
Bonuses: Against magical and psionic illusions, the character has a +5 bonus to save. Also add a +2 vs Horror Factor.
Mimic
Created by Kevin Siembieda
Created by Kevin Siembieda
This formidable power enables the character to imitate or 'mimic' another person's physical and mental attributes, including psionic powers, super abilities and innate magical abilities. However, the Mimic cannot copy memories, skills, education, spell knowledge/spell casting or experience. Nor can the character copy/absorb mechanical augmentation/implants such as those gained through cybernetics and bionics, nor the skills and training of say a Xyon mechanical expert or martial artist. Thus while a mimic may copy a super ability, raw physical strength or psionic powers, they do not have any knowledge or experience that their subject possesses. Instead, they retain all their own memories.
Example: A second level Mimic copies the power of a sixth level mutant with the ability of Energy Expulsion: Fire. This enables the mimic to expel fire equal to their sixth level opponent because that's the level of raw power. They do not get any sixth level bonuses to strike, parry, or dodge, or any special abilities which their target may have developed through experience (such as Advanced Energy Expulsion techniques). Likewise, while the mimic has copied his opponents entire physical structure, including P.S., P.P., P.E., P.B., Spd., S.D.C., Hit Points, and any other super abilities or psionics, the mimic does not gain their opponents combat training. If the character possess other super abilities besides Mimic, then they are only able to utilize them when they are not mimicing another mutant.
Note: Unless it is specifically related to a copied super ability, the character's physical appearance does not change. If the character wishes to mimic the traits of other mutants, they will need the super ability of Shapechanger as well. At that point, the character becomes something similiar to a Neo Terran Omnimorph.
Range: Touch or any one mutant within 30m of the Mimic. The mimic can immediately duplicate a target's raw powers by touching them, or by observing them within their range for approximately one minute. If the target should go beyond the Mimic's range of influence, the copied powers will fade.
Duration: All mimicked abilities can be maintained as long as the victim being mimicked remains within the character's range. However, once the target leaves the range, the powers will disappear within 2d4 minutes.
Attacks: If mimicking a target from a distance, the character loses one action per round until they have successfully focused on their target for a minute. Mimicking through touch only takes one action, and all the character needs to do is make physical contact with their mutant opponent, even if they make contact with their clothes, or their otherwise metal, liquid, or plasma form (of course trying to touch someone made of plasma or fire isn't advisable). If many mutants are present the character can switch which powers they are mimicking by touch, however, the character cannot switch off more than once per combat round.
Example: A second level Mimic copies the power of a sixth level mutant with the ability of Energy Expulsion: Fire. This enables the mimic to expel fire equal to their sixth level opponent because that's the level of raw power. They do not get any sixth level bonuses to strike, parry, or dodge, or any special abilities which their target may have developed through experience (such as Advanced Energy Expulsion techniques). Likewise, while the mimic has copied his opponents entire physical structure, including P.S., P.P., P.E., P.B., Spd., S.D.C., Hit Points, and any other super abilities or psionics, the mimic does not gain their opponents combat training. If the character possess other super abilities besides Mimic, then they are only able to utilize them when they are not mimicing another mutant.
Note: Unless it is specifically related to a copied super ability, the character's physical appearance does not change. If the character wishes to mimic the traits of other mutants, they will need the super ability of Shapechanger as well. At that point, the character becomes something similiar to a Neo Terran Omnimorph.
Range: Touch or any one mutant within 30m of the Mimic. The mimic can immediately duplicate a target's raw powers by touching them, or by observing them within their range for approximately one minute. If the target should go beyond the Mimic's range of influence, the copied powers will fade.
Duration: All mimicked abilities can be maintained as long as the victim being mimicked remains within the character's range. However, once the target leaves the range, the powers will disappear within 2d4 minutes.
Attacks: If mimicking a target from a distance, the character loses one action per round until they have successfully focused on their target for a minute. Mimicking through touch only takes one action, and all the character needs to do is make physical contact with their mutant opponent, even if they make contact with their clothes, or their otherwise metal, liquid, or plasma form (of course trying to touch someone made of plasma or fire isn't advisable). If many mutants are present the character can switch which powers they are mimicking by touch, however, the character cannot switch off more than once per combat round.
Multiple Beings/Selves
Created by Kevin Siembieda
Created by Kevin Siembieda
An incredible ability that thus far only Neo Terra has been able to produce. The character can produce multiple, living, breathing and thinking copies of himself! The copies can be though of as extensions of their originator. In most cases, the duplicates have little confusion as to what they are, and rarely are their instances of arguing or power struggling amongst them, unless the originator happens to be mentally unsound (beware of multiple personalities!).
All copies have the same exact skills, experience, memory, powers, and physical traits as the original at the time of duplication. However, anything besides the most basic clothes (slacks and a shirt, or a jump suit) are not duplicated, so the copy will have to acquire their own body armour and equipment. Of course the originator can provide these should they wish.
Only the original can make copies, this is the only ability not passed on to the duplicates. The copies work well together but can operated independently. When seperated each senses what the others are feeling as well as their general health and general location. The originator is always the master/leader/commander, and is the only one who can make the others do what he/she wants.
Each duplicate is at the same experience level as the original was at the moment they were created and do not grow in experience independently. However, the character does assimilate the copies memories and experiences (and thus, experience points) once the duplicate merges with the originator.
Note: If the originator dies, all of the duplicates drop dead. However, if the originator is knocked unconcious or into a coma, the duplicates will still work as normal.
![Heroes Heroes](/uploads/1/2/3/7/123726612/284755445.jpg)
When a duplicate is injured or dies, each one of the copies and the originator senses it. However, only the originator suffers any permanent side effects.
Injured duplicates, even those on the verge of death, can be reabsorbed by their creator and saved, but the originator must be within physical contact of the copy in order to do so. Duplicates can only merge into the originator, not each other. A duplicate rarely refuses merging, and can only do so by running away, but this only happens if the copy has suffered severe trauma, mind control, or possession.
When a copy dies their recent experiences die with them, and the creator will not know who or what killed them, or what transpired to lead to their death. Duplicates are not forever lost, however the character finds their ability to produce duplicates reduced by 1 for 24 hours. If all of the character's duplicates are killed then it will be about 1d4 days before they can make any more.
The backlash from the death of a duplicate can have a long term effect on the character. Each time a duplicate is killed, the character makes a saving throw, with M.E. & P.E. bonuses accounted for. If the character does not roll 16 or higher, then they permanently lose one P.E. point, one P.B. point, and 2d4 S.D.C.
The backlash from the death of a duplicate can have a long term effect on the character. Each time a duplicate is killed, the character makes a saving throw, with M.E. & P.E. bonuses accounted for. If the character does not roll 16 or higher, then they permanently lose one P.E. point, one P.B. point, and 2d4 S.D.C.
The Number of Duplicates the Character Can Create is three at level one, enabling the character to make a nice quartet. One additional copy can be made at levels three, seven, eleven, and fifteen. At levels five, nine, and thirteen, the character can make two additional copies.
Creating copies in an instant. As few as one or as many as three duplicates can be created by in a single action. Ordinary people witnessing the duplication process have to save vs. a Horror Factor of 9.
Duration: Indefinate.
Natural Combat Ability
Created by Aaron Oliver & Kevin Siembieda
Created by Aaron Oliver & Kevin Siembieda
A unique ability that enables the character to subconciously adapt and adjust their fighting style and capabilities to the situation. They can face and use virtually any fighting style imaginable and within one combat round, adapt to fight on roughly the same level, using the same techniques and moves. Thus, if an opponent has Hand to Hand: Expert, the character with Natural Combat Ability fights on roughly the same level (with the bonuses listed below). Likewise, if they encounter a Ninja or alien with an otherworldly fighting style, withone one combat round, they character will be fighting with a comparable style. This means they never need to take any course in hand to hand combat or self defense, they simply are a natural combatant. If fighting some sort of wimp or unskilled fighter, the character counts as having Hand to Hand: Expert
Additionally, the character instinctively and instantly knows how to use most types of weapons, from swords to guns, to energy weapons. They just pick it up and use it without any instructions or training.
Note: A character with this power can not learn any for of Hand to hand combat or martial arts skills (this includes abilities like boxing, wrestling, taiji, fencing, etc.) nor any Weapon Proficiencies. The character's ego really wouldn't allow it, which isn't unfounded.
1. Natural Fighting Ability, Grace, and Speed
As noted above, the character can mimic fighting styles that they are facing. To this effect, the character is able to utilize all of the Combat Moves associated with that style, as well as per level bonuses coinciding with the Natural Combatant's level (so a level 3 mutant with Natural Combat ability might be fighting a level 6 Ninja, meaning that they would fight with level 3 Ninjutsu), accept for attacks (see below for why). The character also cannot mimic martial arts abilities, as they are trained techniques, not stylistic features.
The character gets the following combat abilities and bonuses regardless of the exact type of style that they are mimicking.
- +3 attacks per round at level 1. +1 attacks at levels 2, 4, 6, 8, 10, 13, and 15.
- +1 on initiative at levels 1, 3, 4, 5, 7, 9, 11, 13, and 15.
- +1 to disarm or entangle at levels 1, 3, 5, 7, 9, 11, 13, and 15.
- +1 to pull punch at levels 1, 3, 4, 5, 6, 7, 9, 11, 13, and 15.
- +1 to roll with punch, fall, or impact at levels 1, 2, 4, 6, 8, 10, 13, and 15.
- +2 Auto-Dodge. No other bonuses apply to Auto-Dodge accept bonuses specifically relating to it.
- Back Flip: 72%+2% per level.
- Paired Weapons
- Exceptional Balance: 70%+2% per level.
2. Damage in Hand to Hand Combat
- Punch does 1d6+2 damage
- Power Punch does 2d6 damage + 2 per level of experience, but counts as two actions.
- Kick attack (ordinary) does 2d4 damage.
- Karate-Style kick does 2d6+2 damage.
- Jump Kick: Counts as only TWO attacks! Automatic critical strike.
- Jump 3m high or 5m long! Increase by 50% if the character has a running start.
- Leap Attack (Consumes all attacks, counts as a critical strike).
- Head Butt does 1d6 damage.
- Knockout/stun on a natural roll of 19-20.
- Judo-style throw/flip, victim takes 2d4 damage and loses initiative and one attack.
3. Other Abilities & Bonuses
- +1 vs. Horror Factor at levels 2, 4, 5, 6, 8, 9, 10, 13, and 15.
- +1 vs. possession and mind control at levels 3, 6, 9, 12, and 15.
- Can pick up and use any type of weapon and instinctively knows how to use them. However, all such weapons are used witrh only a +2 to strike/shoot, and parry. Rate of fire, when applicable like bow and arrow, is equal to the character's number of attacks per round, plus one.
Negate Super Abilities/Powers
Created by Kevin Siembieda
Created by Kevin Siembieda
This ability enables the character to supress the super abilities of other mutants. The Negation is a powerful, pseudo-psionic bio-manipulation that confuses and blocks the extra motor functions in the mutant brain that controls super abilities. This however does not affect psionics, magic, or physical training and skills. The character can only negate one mutants powers at a time though, and must renew it after the duration comes up. With experience though, the character can create a power Null Zone around them.
Range: Touch or 30m+3m per level of experience, requiring line of sight. At level four, the character can create a blanket effect that covers a 3m radius per level from the character from level 4 and on.
Duration: If the Negator nullfies an opponents power by touch, it lasts for 2d10 minutes per level of experience. If the Negator wants to nullify from range, they need to focus on their target for 1 minute before they can negate their powers, lasting for 1d4 minutes per level of experience. Obviously working by touch is more effective, but there are some people you just don't want to get close to. At level four, the blanket effect immediately nullifies all super abilities belonging to those inside the radius, and they will remain nullified for 30 seconds per level of experience after they leave.
Notes: Yes, the character can even nullify attribute super abilities like all the Extraordinary Attributes, Superhuman Strength, even Supernatural Strength. Best way to work it is that all of the sudden the character's normally superhuman attribute is suddenly reduced to the human norm (9!). The character however cannot negate super abilities like Flight: Winged or Multiple Limbs, or super abilities gained through Mutant traits (like Flight: Glide, or the two afforementioned abilities).
Duration: If the Negator nullfies an opponents power by touch, it lasts for 2d10 minutes per level of experience. If the Negator wants to nullify from range, they need to focus on their target for 1 minute before they can negate their powers, lasting for 1d4 minutes per level of experience. Obviously working by touch is more effective, but there are some people you just don't want to get close to. At level four, the blanket effect immediately nullifies all super abilities belonging to those inside the radius, and they will remain nullified for 30 seconds per level of experience after they leave.
Notes: Yes, the character can even nullify attribute super abilities like all the Extraordinary Attributes, Superhuman Strength, even Supernatural Strength. Best way to work it is that all of the sudden the character's normally superhuman attribute is suddenly reduced to the human norm (9!). The character however cannot negate super abilities like Flight: Winged or Multiple Limbs, or super abilities gained through Mutant traits (like Flight: Glide, or the two afforementioned abilities).
Perfection
Created by Brett Hegr
Created by Brett Hegr
As implied by the name, the character is a near perfect specimen of his race. All his attributes are as high as could be for normal humans, plus a few are considered extraordinary. All senses work at peak levels. His body is stronger, leaner, and faster than the normal bounds of his species.
Note: The list of attribute modifications below is designed for human and near- human species. The values should change for those races with drastically different ranges for attributes.
Attribute Enhancements:
- All attributes that are less than 10 are boosted to a value of 10.
- The P.S., P.P., and P.E. are each increased to 20+1d4. The M.E. and P.B. both raise to 16+1d4. The Spd. attribute is enhanced to 20+6d6. For attributes that are naturally rolled higher (before bonuses) than the base numbers above, just add in the roll of the extra dice (a roll of 23 for the Extraordinary P.E. means you add another 1d4).
- Select three attributes. Those three attributes, instead of the above bonuses or changes, are Extraordinary as per the minor super abilities. If desired, both Extraordinary Physical Strength and Superhuman Strength may selected for that super- strong character.
Sensory Enhancements:
- Unless destroyed by the process of an Experiment or some genetic fluke, all the character's senses function at pinpoint levels. His visual range is one mile of distance and can see 20% more clarity and color, perfect 20/20 vision. Hearing is so good as to catch a conversation 150ft away and a pin drop at 30ft (+1 on initiative). The sense of smell allows him to track by smell (30% +5% per level, 100ft range, -10% in the city) and sense extremes of emotions (40% +2% per level, unreliable as a lie detector). Advanced taste lets the character pick up the presence of poisons and toxins in what he ingests (40% +4% per level, but some poisons/ toxins may be tasteless and odorless). The fine sense of touch provides a +10% to skills like picking locks, picking pockets, and other sleight of hand skills, and can also pick up fine variations in texture and temperature (down to about 3 degrees difference).
- If a heightened sense is possessed, use those bonuses and skills instead and ignore the meager offerings above.
Other Abilities and Bonuses:
- Add +10 hit points and +20 S.D.C.tm
- +2 to Automatic dodge. No other bonuses apply to Auto-Dodge accept bonuses specifically relating to it.
- Fatigues at one- quarter the normal rate.
- Add +1 on all save throws.
- Heals at triple the normal rate.
Plant Control
Created by Kevin Siembieda
Created by Kevin Siembieda
The character can direct, manipulate, and grow plants at an astounding level.
1. Animate and Control Plants:
![Heroes Heroes](/uploads/1/2/3/7/123726612/158701509.jpg)
Range: Area of 12m+3m per level of experience, at distances up to 30m+3m per level of experience away.
The character can mentally manipulate all plant life within the listed area up to the listed distance away. Thus, they can cause vines, weeds, shrubs, or trees to trap and ensare an animal, entangle someone, or cover something. They can also manipulate the larger plants to grab and hold something. Although the limbs of plants can be made to move and function similiar to hands and arms, they are still restricted by the fact that plants are rooted to the soil.
This control requires the full concentration of the character, preventing them from taking other actions.
Notes on Plants: Since the superbeing is likely to use this ability to impede movement and to attack, here are some basic statistics.
The character can mentally manipulate all plant life within the listed area up to the listed distance away. Thus, they can cause vines, weeds, shrubs, or trees to trap and ensare an animal, entangle someone, or cover something. They can also manipulate the larger plants to grab and hold something. Although the limbs of plants can be made to move and function similiar to hands and arms, they are still restricted by the fact that plants are rooted to the soil.
This control requires the full concentration of the character, preventing them from taking other actions.
Notes on Plants: Since the superbeing is likely to use this ability to impede movement and to attack, here are some basic statistics.
- Weeds, grass, soft plants: 1d6 S.D.C., inflicts no damage.
- Heavy weeds, vines: A.R. 5, 2d6 S.D.C., damage 1d6 per 10 seconds, +2 to strike.
- Bushes, shrubs, saplings, small trees: A.R. 6, 4d6+4 S.D.C., damage from a strangle is 2d6 per 10 seconds or 1d4 damage from hitting or whipping.
- Average trees: A.R. 8, 4d6x10 S.D.C., damage is 2d4 per each hit.
- Large trees: A.R. 10, 6d6x10 S.D.C., damage is 4d6 per hit.
Maximum Attacks by a Plant per Round: 6. All attacks must be within the character's line of sight. Entanglement can be utilized within the entire radius of control, even outside the line of sight.
2. Grow Plants
The character can grow most plants and shrubs, from seed to maturity, within 1d4x10 seconds. Trees and large, tree-size plants grow at a rate of 2m every 10 seconds, up to 60m tall. The growth is temporary, and the plants will return to their original, normal size within 20 minutes or at the character's command.
3. Alter Wood
The character can alter the strength of wood by increasing or decreasing its S.D.C. This applies to any kind of wood item, doors, ladders, chairs, tables, an area of floor, clubs, and so on.
Items at 1/3 of a meter can have their S.D.C. increased or reduced by 10.
Items 2/3 of a meter to 2m can be increased or reduced by 30 S.D.C.
Items or areas of wood 2.1-3m can be increased or decreased by 100 S.D.C., the same is applied to any larger carpentry.
Living wood/trees can be increased or decreased by 25%.
Items at 1/3 of a meter can have their S.D.C. increased or reduced by 10.
Items 2/3 of a meter to 2m can be increased or reduced by 30 S.D.C.
Items or areas of wood 2.1-3m can be increased or decreased by 100 S.D.C., the same is applied to any larger carpentry.
Living wood/trees can be increased or decreased by 25%.
4. Wither Plants
Range: 6m+3m away per level of experience.
Area of Affect: 6m radius.
Attacks: Plants (not large bushes or trees) can be withered once per round, reduced to one Hit Point and vulnerable to forst, other conditions or additional damage that can kill it.
Area of Affect: 6m radius.
Attacks: Plants (not large bushes or trees) can be withered once per round, reduced to one Hit Point and vulnerable to forst, other conditions or additional damage that can kill it.
5. Other Abilities & Bonuses
- Recognize and Identify Plants: 85%+1% per level of experience.
- +10% to climb trees and vines.
- +1d4x10 to S.D.C.
Power Blast
Created by Drew (with expansion by Brett Hegr)
Created by Drew (with expansion by Brett Hegr)
Note: I have altered this power some to make it a viable alternative to the Super- Energy Expulsion power. Though there is less variety, this power focuses only on range and damage!!!
Range: 250m+50m per level of experience. Halve this for the super- damage blast.
Standard Damage: Varies, see below.
Super- Damage: Add a +15 damage bonus to the standard damage at level one, +5 more per level of experience.
Penetration: Varies, see below. Super blasts add +1 to penetration per level of experience, and are unaffected by dense targets.
Attacks Per Melee: A standard blast requires one attack. Each super- blast requires two actions and can be used a maximum of two times per round (three times per round at the fourth level).
Bonuses: +3 to strike aimed and +1 to strike wild at level one for the standard blast. The super blast suffers a -1 to strike penalty on aimed shots, no special bonus for wild shots.
The character can fire an immensely powerful blast of energy, or it can even be sonic or a kinetic pulse. For details on the differences and special effects, see below.
Standard Damage: Varies, see below.
Super- Damage: Add a +15 damage bonus to the standard damage at level one, +5 more per level of experience.
Penetration: Varies, see below. Super blasts add +1 to penetration per level of experience, and are unaffected by dense targets.
Attacks Per Melee: A standard blast requires one attack. Each super- blast requires two actions and can be used a maximum of two times per round (three times per round at the fourth level).
Bonuses: +3 to strike aimed and +1 to strike wild at level one for the standard blast. The super blast suffers a -1 to strike penalty on aimed shots, no special bonus for wild shots.
The character can fire an immensely powerful blast of energy, or it can even be sonic or a kinetic pulse. For details on the differences and special effects, see below.
- Electricity/Ion: Inflicts 5d6+1d6 damage per level of experience. Penetration is 2+1 per level of experience. Divided in half against dense targets. However, Electricity automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants. For further effects, see Energy Expulsion: Electricity.
- Fire: Inflicts 5d6+1d6 damage per level of experience. No penetration value, meaning that the mutant makes all Penetration rolls with no bonuses. However, fire sets things on FIRE, and even when failing to penetrate dense targets, fire blasts inflict half damage.
- Kinetic: 5d6+1d6 damage per level of experience. Penetration value is 5+1 per level of experience. Divided in half against dense targets.
- Laser - Infrared: Inflicts 5d8+1d8 damage per level of experience. Penetration is 3+1 per level of experience. Divided in half against dense targets.
- Laser - Ultravolet: Inflicts 5d6+1d6 damage per level of experience. Penetration is 5+1 per level of experience. Divided in half against dense targets.
- Laser - Photonic: Inflicts 5d4+1d4 damage per level of experience. Penentration 6+1 per level of experience, unaffected by dense targets. Photonic lasers also have a +15% chance to critical!
- Microwave: Inflicts 4d10+1d10 damage per level of experience. Automatically penetrates most anything non-metal (GM's call), but will bounce off even tinfoil. Generally can blow a hole in a rock face. For further notes on Microwave attacks, see Energy Expulsion: Microwave.
- Plasma: Inflicts 4d6+1d6 damage per level of experience. Automatically penetrates anything! Super Plasma blasts also gain a +10 to damage per level of experience, instead of +5.
- Sonic: Inflicts 4d12+1d12 damage per level of experience. Automatically penetrates fabric body armours. Plate body armours, or power armours take full damage, while the wearer takes half. Cyborgs take full damage. Other dense targets only take half damage. For further effects, see Ranged Attack: Sound.
Damage from this power can be easily regulated (by 1d6 and +5 damage increments) and attacks can be divided among two targets, both possible at level one. The character is also impervious to damage from the same type of energy/attack he normally expels (in the case of selecting kinetic, the character still takes half damage from kinetic attacks, while those who select any form of Laser attack are immune to all lasers).
The GM can also let the player pick one of the Advanced Energy Expulsion special effects at level one. This can be used only with the standard blast. The player could hold off until level three or beyond to select a more advanced one, if desired.
Power Sphere
Created by Brett Hegr
Created by Brett Hegr
This super ability is the Akira- esque aura of godlike power. Anything within a limited radius is under the complete mental influence of the character. He can implode skulls, shatter glass, crumble stone, and more. The character's aura is spherical and extremely powerful (change it into a more humanoid aura for those with Growth). Strange energies pulsate within it, giving powerful offensive and defensive abilities.
1. Inside the Sphere:
Radius: 1m+1m levels 3, 6, and 9, 12, and 15. Measure it from the navel of the character.
Damage: 3d6 damage can be caused to anything inside the sphere, +1d6 per level of experience. The only truly effective defense is to leave the sphere.
Penetration: Automatic! It is a bad idea for anyone to come close to this character.
Attacks: Equal to the number of hand to hand attacks.
Bonuses: +2 to strike with damaging effects within the sphere, +1 more at levels three, six, and ten.
Inside the sphere the character is almost a god. The temperature, air, and pressure are all under mental control and can be altered at will. He can even survive in space, as long as he has an air supply (or doesn't need to breathe). Anything in the sphere's area can be harmed at will. A strike roll of 1 to 4 is still a miss, otherwise damage is normal. Fatal attacks require a called death blow with a natural roll of 16-20, and require two melee actions. Standard death blow damage is applied.
It is possible to pull glasses of water closer, make heads explode, and bend metal with seeming telekinetic force. Actually, it is reality that is being altered to some degree. This aspect of the power drives many of its possessors to megalomania. Though this is extremely powerful, it is limited by the sphere's radius. Anything outside of it is beyond the power of the character.
The character has a Telekinesis ability equivalent to the psionic power, weight limit of 100kg+25kg per level of experience, but only within the sphere. Small changes in temperature can be achieved with one to three actions - fires can be started on combustible materials and water can be frozen with enough concentration. With a minute of concentration the temperature and air quality can be changed to normal in the same area. This can be used to protect others if they are near enough. Ambient radiation can also be blocked when in space (see #3 if defending radiation attacks). Water can also be forced out and transformed to provide a breathable air pocket underwater. Air cannot be created in space - nothing to work with.
Taking on this character in hand to hand combat is extremely foolish, since his short- range attacks are barely perceptible (a -4 to dodge and parry penalty is applied to anyone without Radar, Vibration, Sixth Sense, or the psychic power of Telekinesis). GMs should be judicious in allowing the character to perform certain actions. Death blows probably shouldn't be allowed until at least the third level of experience.
Damage: 3d6 damage can be caused to anything inside the sphere, +1d6 per level of experience. The only truly effective defense is to leave the sphere.
Penetration: Automatic! It is a bad idea for anyone to come close to this character.
Attacks: Equal to the number of hand to hand attacks.
Bonuses: +2 to strike with damaging effects within the sphere, +1 more at levels three, six, and ten.
Inside the sphere the character is almost a god. The temperature, air, and pressure are all under mental control and can be altered at will. He can even survive in space, as long as he has an air supply (or doesn't need to breathe). Anything in the sphere's area can be harmed at will. A strike roll of 1 to 4 is still a miss, otherwise damage is normal. Fatal attacks require a called death blow with a natural roll of 16-20, and require two melee actions. Standard death blow damage is applied.
It is possible to pull glasses of water closer, make heads explode, and bend metal with seeming telekinetic force. Actually, it is reality that is being altered to some degree. This aspect of the power drives many of its possessors to megalomania. Though this is extremely powerful, it is limited by the sphere's radius. Anything outside of it is beyond the power of the character.
The character has a Telekinesis ability equivalent to the psionic power, weight limit of 100kg+25kg per level of experience, but only within the sphere. Small changes in temperature can be achieved with one to three actions - fires can be started on combustible materials and water can be frozen with enough concentration. With a minute of concentration the temperature and air quality can be changed to normal in the same area. This can be used to protect others if they are near enough. Ambient radiation can also be blocked when in space (see #3 if defending radiation attacks). Water can also be forced out and transformed to provide a breathable air pocket underwater. Air cannot be created in space - nothing to work with.
Taking on this character in hand to hand combat is extremely foolish, since his short- range attacks are barely perceptible (a -4 to dodge and parry penalty is applied to anyone without Radar, Vibration, Sixth Sense, or the psychic power of Telekinesis). GMs should be judicious in allowing the character to perform certain actions. Death blows probably shouldn't be allowed until at least the third level of experience.
2. Sphere Fractures:
Range: 10m+2m per level of experience
Damage: 1d4x10 damage, +1d4x10 more at levels four, eight, and twelve.
Penetration: Automatic! Weakens atomic bonds.
Duration: Instant
Attacks Per Melee: Can be used up to three times per melee
Bonuses: +2 to strike aimed or +0 wild, +1 more at levels five and ten.
By focusing his mental energy, the character can cause his protective aura to momentarily fracture. These fractures release powerful destructive energies from inside the sphere. Everything in the path of the fracture takes damage, making this a serious risk for those who think their armour, force field, vehicle, or walking tank will protect them. Beings who are invulnerable, have a Hardened Molecular Structure, possess Kinetic Energy Alteration or Projection, are supernatural (like vampires), or are impervious to kinetic attacks take half damage. The fractures actually cause atomic bonds to weaken and do impressive damage to even the hardiest structures. Though the fractures seem to travel along the ground (churning it into rubble), anything above or below it for a 3m distance will take damage. They can also be fired into the air and into the ground. Dodging these attacks (must be a normal dodge - automatic won't do it) is done with a -2 penalty. Parrying is totally impossible unless done with another Sphere Fracture or strong kinetic energy attack (doing an approximately equal amount of damage).
Damage: 1d4x10 damage, +1d4x10 more at levels four, eight, and twelve.
Penetration: Automatic! Weakens atomic bonds.
Duration: Instant
Attacks Per Melee: Can be used up to three times per melee
Bonuses: +2 to strike aimed or +0 wild, +1 more at levels five and ten.
By focusing his mental energy, the character can cause his protective aura to momentarily fracture. These fractures release powerful destructive energies from inside the sphere. Everything in the path of the fracture takes damage, making this a serious risk for those who think their armour, force field, vehicle, or walking tank will protect them. Beings who are invulnerable, have a Hardened Molecular Structure, possess Kinetic Energy Alteration or Projection, are supernatural (like vampires), or are impervious to kinetic attacks take half damage. The fractures actually cause atomic bonds to weaken and do impressive damage to even the hardiest structures. Though the fractures seem to travel along the ground (churning it into rubble), anything above or below it for a 3m distance will take damage. They can also be fired into the air and into the ground. Dodging these attacks (must be a normal dodge - automatic won't do it) is done with a -2 penalty. Parrying is totally impossible unless done with another Sphere Fracture or strong kinetic energy attack (doing an approximately equal amount of damage).
3. Attack Deflection:
The spherical aura is also a powerful defensive tool. Any attacks directed at the character can be parried, deflected, or simply stopped dead in their tracks. Slow moving objects like thrown boulders and would- be hand to hand combatants can be parried (actually, deflected is a better term) with a +4 bonus. Bullets, arrows, and other fast moving projectiles are stopped with a +2 bonus. Energy blasts, falling debris, and explosive forces get parried with a +0 bonus (they're fast and strong, but the character is equally fast and doesn't suffer the usual -6 penalty). Add another +1 to parry all these attacks at levels three, seven, and ten.
This defense is not automatic, however. The character must be able to see the attacker and/ or the incoming attack in order to block it. Merely sensing it (like with Radar) is not enough. Attempting to parry an unseen attack is possible but it is done with no bonuses (a straight roll). These bonuses cannot be combined with any P.P. or combat form bonuses, because the parry is purely mental. The parries do not take any melee actions to perform - consider them automatic.
Note: If a mutant with Power Sphere is facing off against another being with this same power, they can parry each other's sphere fractures. They can also see/ sense each other's attacks and do not suffer any penalties to defend.
This defense is not automatic, however. The character must be able to see the attacker and/ or the incoming attack in order to block it. Merely sensing it (like with Radar) is not enough. Attempting to parry an unseen attack is possible but it is done with no bonuses (a straight roll). These bonuses cannot be combined with any P.P. or combat form bonuses, because the parry is purely mental. The parries do not take any melee actions to perform - consider them automatic.
Note: If a mutant with Power Sphere is facing off against another being with this same power, they can parry each other's sphere fractures. They can also see/ sense each other's attacks and do not suffer any penalties to defend.
4. Other Abilities and Bonuses:
- +6 vs Horror Factor
- +1d4 to the M.E. and the P.E. attributes (minimum of 14 for both).
- Add 1d4x10+20 to S.D.C.
- Magic, psionic, and electromagnetic sensing directed against the character are +25%, due to the vast energy flowing through his aura.
- This power is mental, and so benefits from a high M.E. Add a +1 to strike and deflect/ parry to each of the above powers for an M.E. of 16-21, a +2 to each if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher.
Pressure
Created by Andrew Darling
Created by Andrew Darling
This is a very specialized form of CEF: Air, one that can have very dramatic effects on people and things. It governs the pressure differential between two regions. For instance, by substantially reducing the pressure inside a house and increasing the air pressure outside, a house can be imploded. People can be subjected to a variety of medical woes, and environmentally sealed environments can be popped like grapes.
1. Inanimate Objects:
Pressure gradients can cause damage equal to 3d6 + 1d6 per level per attack. On completely unmoving targets, this may be revved up beforehand, for up to several minutes (2 per level of character) , and then cause cumulative damage all at once to dramatic effect (that imploding house.) Against moving targets, a roll to strike must be made with no Physical Prowess or skill bonuses. Against a man in armor, this damage is only applied to the armor. Howvere, if the natural strike roll is greater than the A.R., environmentally sealed armor has been pierced. The range of this ability is 30m plus 3m per level. It can also be used against most kinds of sealed containers and doors, except doors with a lot of open space for air to flow through (like jail cell doors).
2. Compressing Living Creatures:
Fortunately, most living creatures are fluid filled and not therefore subject to compression; with some exception. Upon a successful attack roll (no P.P. or skill bonuses), the victim must save versus pain as his ears and sinuses attempt to implode/explode. Failure indicates the victim is -4 to all actions. The victim must then make a save versus non-lethal poison to determine if he is deafened, for an additional -2 to all actions if he fails or no penalty if he saves. Okay, but the fun's not over yet. If the victim remains in the area of effect for a full round, he is subject to nitrogen dissolution in his blood. Hence leaving the area of effect is like surfacing from 200m below the water in a matter of seconds.
The victim in that case must save versus lethal poison, dying if he fails. If he doesn't fail, the victim will double over in pain with -8 to all actions, potentially cumulative. He also loses all S.D.C.tm and half his hit points. The body is in a greatly weakened state, and for 1d4+3 days afterward the lucky victim will be at half strength (halve all physical attributes, halve all bonuses, halve the number of attacks, etc.)
The range of this power is 30m plus 3m per level and the area of effect is a sphere 2m+1/3m per level in radius. Maintaining the area requires constant concentration and no other actions may be taken by the 'compression caster'. Environmentally sealed armor must be pierced before this technique will work.
The victim in that case must save versus lethal poison, dying if he fails. If he doesn't fail, the victim will double over in pain with -8 to all actions, potentially cumulative. He also loses all S.D.C.tm and half his hit points. The body is in a greatly weakened state, and for 1d4+3 days afterward the lucky victim will be at half strength (halve all physical attributes, halve all bonuses, halve the number of attacks, etc.)
The range of this power is 30m plus 3m per level and the area of effect is a sphere 2m+1/3m per level in radius. Maintaining the area requires constant concentration and no other actions may be taken by the 'compression caster'. Environmentally sealed armor must be pierced before this technique will work.
3. Suffocation:
Upon a successful strike roll (no P.P. or skill bonus) an area of 2m+1/3m radius per level may be all but evacuated of air, causing suffocation. Human size creatures will run out of air within two minutes, and will be unable to function after one. This assumes that the victims take in a good breath of air - if they don't (maybe because they are fighting) they succumb to suffocation within half the time! Holding one's breath in a vaccuum is difficult (and dangerous) because of the pressure differential - the air will try to escape the lungs. Nature abhors a vaccuum. Maintaining this area requires full concentration of the character.
Alternately, the air content can be greatly reduced in an area (double the radius of effect as above). If this is done, the character loses only two attacks and a -2 on initiative due to concentration. Anyone in the radius of effect loses half their attacks, half their bonuses, and their physical attributes are reduced by half also. Without an ample supply of air the body will get tired very, very fast. Every five minutes in a low- oxygen area (like the suffocation field) is like an hour of continuous exertion - very fatiguing! Beings that never fatigue (like those with Healing Factor) are cut in physical power by 25% and not half. Beings that do not breathe suffer none of the above effects!
Note that the suffocation field will also stop fires by reducing the oxygen level - great against beings that wield fire. Any spellcasters that require a spoken word to cast magic are also in trouble.
Alternately, the air content can be greatly reduced in an area (double the radius of effect as above). If this is done, the character loses only two attacks and a -2 on initiative due to concentration. Anyone in the radius of effect loses half their attacks, half their bonuses, and their physical attributes are reduced by half also. Without an ample supply of air the body will get tired very, very fast. Every five minutes in a low- oxygen area (like the suffocation field) is like an hour of continuous exertion - very fatiguing! Beings that never fatigue (like those with Healing Factor) are cut in physical power by 25% and not half. Beings that do not breathe suffer none of the above effects!
Note that the suffocation field will also stop fires by reducing the oxygen level - great against beings that wield fire. Any spellcasters that require a spoken word to cast magic are also in trouble.
4. Other Abilities:
- Does not breathe in any way, and so is impervious to his own power!
- Impervious to all kinds of gases (they get filtered away)
- Immune to high pressure effects, such as the 'bends' (nitrogen bubbles in the bloodstream, etc.)
- This power is mental, and so benefits from a high M.E. Add a +1 to strike and deflect/ parry to each of the above powers for an M.E. of 16-21, a +2 to each if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher.
5. Notes on Supernatural Creatures:
Most supernatural creatures rely on some sort of air supply, no matter how strong they are or how many powers they possess. The average supernatural creature will react to a lack of air just like any humanoid. For super-tough beings like demigods, vampires, and dragons, they suffer half the penalties. Thus when a dragon is being affected by a full power suffocation field they will be able to function for two minutes and go unconcious in four. Dragons will also only have their attacks, bonuses, and physical attributes reduced by 25% when compressed or deprived of air.
Shapechanger
Created by Kevin Siembieda
Created by Kevin Siembieda
These masters of diguises (considered one of the highest class of metamorph) can actually change all aspects of physical humanoid appearance: height, weight, hair, eyes, skin color, features, etc. Precise voice imitation is not included, but the character does have a bonus to the imitate voices skill. Large extra appendages, such as wings and extra limbs, cannot be imitated (without some ability like Animal Metamorphosis), however, tails, horns, claws, fangs, etc., can all be grown. All changes are REAL physical changes, not just clever make-up, which means claws and fangs add to combat damage (see the Mutant Traits file for a good listing of claw, fang, and horn damages).
A shapechanger can transform into effectively any humanoid creature, including great apes, but not lesser animals (see Animal Metamorphosis).
Size Limit: No smaller than 0.7m tall, and no larger than 3.6m tall. No damage or dodge bonuses are applied when large or small; the eight attributes remain unchanged.
A shapechanger can transform into effectively any humanoid creature, including great apes, but not lesser animals (see Animal Metamorphosis).
Size Limit: No smaller than 0.7m tall, and no larger than 3.6m tall. No damage or dodge bonuses are applied when large or small; the eight attributes remain unchanged.
Other Abilities & Bonuses
- +15% to imitate/impersonate voices.
- +15% to disguise
- +5% to streetwise
- Horror Factor can be utilized if the character takes a monstrous form, but rarely is it more than 10.
Shrink
Created by Kevin Siembieda
Created by Kevin Siembieda
A power not occurant within the Neo Terran genepool. The power to shrink blatantly defies the laws of physics, enabling the character to greatly reduce their size and mass. The character has total control over their shrinking power, and can stop at any size not smaller than their minimum size. No, the character cannot reverse the process and grow to giant-size (that's what Growth is for). They can resume normal size at any time.
1. Maximum Reduction Size:
The degree the character can shrink is a matter of experience. At level one, the character can shrink down to 15cm tall. At level 5, the character can shrink down to 2.5cm tall. At level 10, the character can shrink down to 3mm tall. At level 15, the character can become a minute speck, about as big as the period at the end of this sentence.
Prowl: At 15cm tall if the character does not possess the Prowl Skill, they have an automatic prowl skill of 55%. If Prowl is possessed, they have a +20% to prowl. At 2.5cm tall, the prowl skill/bonus is 75%/+30%. At 3mm tall, the prowl skill/bonus is 90%/+40%. While a minute speck, the prowl skill/bonus is 99%/+50%! The character's prowl skill can exceed the usual 98% limit in this fashion, but penalties can be incurred by such things as sensors, exceptionally perceptive mutant guards, or other circumstances.
All distances for super abilities are reduced from meters to decimeters (which is 1/10th of a meter).
Speed: For those with a regular speed attribute, it is converted from meters per minute to centimeters per minute, what's more they also find their speed multiplied (the character is still exceptional for something so small, therefore with less mass they can run faster than most tiny creatures would). Those 15cm tall will find their Speed attribute multiplied by 20, so a mutant with a normal speed attribute of 10, at 15cm tall he can run 200cm or 2 meters a minute. Those 2.5cm tall will find their Speed attribute multiplied by 10. Those smaller find their Speed attribute multiplied by 5.
Those with superspeed instead find their speed in kilometers per hour, converted into centimeters per second. So a mutant who could normally travel at the speed of sound, could easily cross ten meters in about a second in their shrunken state (a regular Speedy Gonzales).
Prowl: At 15cm tall if the character does not possess the Prowl Skill, they have an automatic prowl skill of 55%. If Prowl is possessed, they have a +20% to prowl. At 2.5cm tall, the prowl skill/bonus is 75%/+30%. At 3mm tall, the prowl skill/bonus is 90%/+40%. While a minute speck, the prowl skill/bonus is 99%/+50%! The character's prowl skill can exceed the usual 98% limit in this fashion, but penalties can be incurred by such things as sensors, exceptionally perceptive mutant guards, or other circumstances.
All distances for super abilities are reduced from meters to decimeters (which is 1/10th of a meter).
Speed: For those with a regular speed attribute, it is converted from meters per minute to centimeters per minute, what's more they also find their speed multiplied (the character is still exceptional for something so small, therefore with less mass they can run faster than most tiny creatures would). Those 15cm tall will find their Speed attribute multiplied by 20, so a mutant with a normal speed attribute of 10, at 15cm tall he can run 200cm or 2 meters a minute. Those 2.5cm tall will find their Speed attribute multiplied by 10. Those smaller find their Speed attribute multiplied by 5.
Those with superspeed instead find their speed in kilometers per hour, converted into centimeters per second. So a mutant who could normally travel at the speed of sound, could easily cross ten meters in about a second in their shrunken state (a regular Speedy Gonzales).
Regadless of mass and weight, tiny character's have the following advantages.
- +5 to strike large opponents.
- Attackers will find the character a hard target to hit, inflicting a -6 to strike with long range attacks, and -3 to strike with close combat attacks.
2. Determining Mass:
At first level, the character rolls to determine whether or not their mass is altered when reduced. At level 10, the character is able to access both options, enabling one to change mass when shrinking, or change mass after shrinking (requires two actions of concentration to change mass after shrinking).
Mass Table
01-50 Mass is reduced with size.
51-00 Mass is constant/unchanged.
01-50 Mass is reduced with size.
51-00 Mass is constant/unchanged.
3. Reduced Mass:
This means that the character's weight is reduced proportional to size. Reduce weight by 25% for each 30cm reduced. At 15cm in height, the weight is reduced to 100 grams. At 2.5cm tall weight is 10 grams. At 3mm weight is a mere fraction of an ounce, and smaller is virtually weightless (comparable to an ant).
Physical Strength: With reduced mass, the character's effective muscle mass is also reduced. At 15cm tall, their P.S. is reduced to 1/2. At 2.5cm, P.S. is reduced to 1/3. At 3mm, P.S. is reduced to 1/4. Any smaller and P.S. is a mere 3 points (of course for those with Extraordinary, Superhuman, or Supernatural strength, they still might find themselves able to lift chairs, tables, rocks, or other objects).
S.D.C.: In all cases, S.D.C. is half when the character shrinks (this also applies to abilities where the character has a different stock of S.D.C., such as Alter Physical Structure: Crystal, Stone or Metal). Hit Points are not effected, so the miniscule mutant is incredibly tough and durable for their size.
Bonuses:
Physical Strength: With reduced mass, the character's effective muscle mass is also reduced. At 15cm tall, their P.S. is reduced to 1/2. At 2.5cm, P.S. is reduced to 1/3. At 3mm, P.S. is reduced to 1/4. Any smaller and P.S. is a mere 3 points (of course for those with Extraordinary, Superhuman, or Supernatural strength, they still might find themselves able to lift chairs, tables, rocks, or other objects).
S.D.C.: In all cases, S.D.C. is half when the character shrinks (this also applies to abilities where the character has a different stock of S.D.C., such as Alter Physical Structure: Crystal, Stone or Metal). Hit Points are not effected, so the miniscule mutant is incredibly tough and durable for their size.
Bonuses:
- +6 to dodge.
Disadvantages:
- -10 to parry large objects/opponents (most of the time the character will not even have the strength to do so).
Other Abilities: The tiny characters are able to grab onto an animal's fur, shoelaces, pants, cuffs, legs, hairs, etc., and remain unnoticed. This tactic is often used to get a free ride, but can also be used to hide, spy upon others and make surprise attacks. Likewise, they can hide inse a pocket, a fold in an article of clothing, or small container.
At 2.5cm or smaller, the character can glide on air currents/wind, under 10kmph, at a rate of 3m every ten seconds. Stronger winds are dangerous, preventing controlled gliding. Thus, there is a 65% chance of being carried off in the opposite direction up to 1d6x100 meters, as well as a 50% chance of being dashed into the ground, wall, or other object and taking 4d6 damage. Roll once every minute to determine the effects of the wind current.
When one inch or smaller, stomping or striking down on the tiny, but disproportionately strong and tough character, does minimal damage, roughly one point of damage for every 6 points of damage that would normally be inflicted. This is similiar to how it's almost impossible for a human to crush a flea or tick with even their fingers.
At 2.5cm or smaller, the character can glide on air currents/wind, under 10kmph, at a rate of 3m every ten seconds. Stronger winds are dangerous, preventing controlled gliding. Thus, there is a 65% chance of being carried off in the opposite direction up to 1d6x100 meters, as well as a 50% chance of being dashed into the ground, wall, or other object and taking 4d6 damage. Roll once every minute to determine the effects of the wind current.
When one inch or smaller, stomping or striking down on the tiny, but disproportionately strong and tough character, does minimal damage, roughly one point of damage for every 6 points of damage that would normally be inflicted. This is similiar to how it's almost impossible for a human to crush a flea or tick with even their fingers.
4. Constant Mass:
A real bitch-smack in the face of physics, for even though the person shrinks to the size of a fly, they retain all their original weight/mass and physical strength!
Physical Strength: Is unchanged. The Body blocks and tripping directed at an opponents feet, ankles and legs are very effective, doing full damage plus a 01-75% chance of being knocked down (lose initiative and one action), of course this is generally only effective against opponents of normal mass and strength. Ignoring the conditions of leverage, the tiny character can throw knives, bricks, pencils, overturn tables and chairs, and so on. Range of thrown objects is a maximum of 4m however.
Bonuses:
Physical Strength: Is unchanged. The Body blocks and tripping directed at an opponents feet, ankles and legs are very effective, doing full damage plus a 01-75% chance of being knocked down (lose initiative and one action), of course this is generally only effective against opponents of normal mass and strength. Ignoring the conditions of leverage, the tiny character can throw knives, bricks, pencils, overturn tables and chairs, and so on. Range of thrown objects is a maximum of 4m however.
Bonuses:
- +3 to dodge.
Other Abilities: The character can leap 2m high or 2m long, but cannot glide on wind currents, and of course cannot attempt to hide on another person or animal simply because they're too damn heavy not to be noticed! However, they're still tiny, which means they're still sneaky, enabling them to hide on vehicles.
Singularity
Created by Brett Hegr
Created by Brett Hegr
This power enables the mutant a certain amount of leeway with the laws of physics. He is able to twist the local physics to produce one of several varieties of singularities. A singularity is a situation in which some part of physical reality reaches a point of infinity.
A black hole is the most widely known type of singularity, in which a large amount of mass produces a gravitational pull so strong that not even light can escape. The strength of the gravitational pull is basically infinite, in that a physical force that attracts mass (actually, it warps space) is capable of pulling in massless photons (travelling at infinite speed). The black hole is theorized to twist space so strongly that normal three dimensional objects cease to exist as we know them. The character's power is to produce similar anomalous effects within the bounds of the laws of physics.
Though this power lets the character perform the equivalents of several other super powers, the effects are much more limited and the singularity power requires a strike roll to take effect. I'm sure that GMs are going to have a tough time with this power, so mail me with your thoughts.
General Singularity Statistics:
Range: 30m+3m per level of experience or self when targeted to affect a single person or object. The range is reduced to 10m+1m per level for field effects.
Damage: Varies
Duration: If not an instant effect, the singularity will last for one minute per level. If maintained, the duration can be extended indefinitely.
Attacks Per Melee: Can be used up to twice per round. Maintaining a field or a personal singularity means only one singularity attack can be made per round.
Bonuses: +3 to strike aimed or +1 wild. Add a +1 to strike for an M.E. of 16-24 or a +2 to strike if the M.E. is 25 or higher. No other bonuses may be added.
Save Throw: Save vs Singularity, a roll of 14 or higher with P.E. bonuses added in (and also any bonuses to save vs Temporal effects/ magic). Increase the save throw difficulty to 16 at level five and to 18 at level eight.
Damage: Varies
Duration: If not an instant effect, the singularity will last for one minute per level. If maintained, the duration can be extended indefinitely.
Attacks Per Melee: Can be used up to twice per round. Maintaining a field or a personal singularity means only one singularity attack can be made per round.
Bonuses: +3 to strike aimed or +1 wild. Add a +1 to strike for an M.E. of 16-24 or a +2 to strike if the M.E. is 25 or higher. No other bonuses may be added.
Save Throw: Save vs Singularity, a roll of 14 or higher with P.E. bonuses added in (and also any bonuses to save vs Temporal effects/ magic). Increase the save throw difficulty to 16 at level five and to 18 at level eight.
Dodging a 'targeted' singularity attack is made at -4 (difficult to see) and a normal dodge is required. Also, instead of adding P.P. bonuses to the strike roll of a singularity attack, add the M.E. bonuses - this power is a matter of concentration. If a singularity misses, it has no effect if so desired ('strays' are easy to control). A single singularity can be maintained on a desired target (self, a single being, or an area) for an indefinite duration, until the character gets bored, but then only one other singularity use is possible per melee.
If a 'personal' singularity is centered on oneself it can be maintained indefinitely with no strike roll required, but only one personal singularity at a time can be focused upon and a 'field' singularity cannot be maintained at the same time. The concentration involved imposes a -2 on initiative and the loss of one attack.
A singularity 'field' can also be created. It affects a 1m radius at level one, 2m radius at level five, and a 3m radius at level ten. Not all singularity attacks can be field effects. Also, it is not possible to create a field effect while a personal singularity is being maintained (and vice versa). Fields have half the duration of a targeted singularity.
1. Gravity Singularity:
For a brief duration, the mass of an object can be amplified or negated entirely. See Gravity Manipulation and Weight Manipulation for more info on the effects of increased/decreased gravity.
Low Gravity: If mass is negated, the target will float about like a balloon. The maximum weight reduction limit is 1000kg plus 250kg per level.
High Gravity: On the other hand, if mass is amplified, the maximum gravity field increase is 4 G plus 1 G per level of experience. See Gravity Manipulation for the penalties of increased gravity, but halve the penalties.
Gravitic Deflection: As a counter- strike, the character can deflect most attacks with a gravity singularity. Use the strike bonus as a parry bonus. The G- field has an instantaneous effect (no duration) but can be used as an automatic parry. Valid against lasers/ light (and not any other energy attack), physical blows (but not pure kinetic energy), thrown weapons, projectiles, short bursts from weapons (up to 15 rounds), and up to 3 missiles at a time. If used as a field effect, one melee action is required but missile volleys and any number of bullets/ slugs can be deflected.
High Gravity: On the other hand, if mass is amplified, the maximum gravity field increase is 4 G plus 1 G per level of experience. See Gravity Manipulation for the penalties of increased gravity, but halve the penalties.
Gravitic Deflection: As a counter- strike, the character can deflect most attacks with a gravity singularity. Use the strike bonus as a parry bonus. The G- field has an instantaneous effect (no duration) but can be used as an automatic parry. Valid against lasers/ light (and not any other energy attack), physical blows (but not pure kinetic energy), thrown weapons, projectiles, short bursts from weapons (up to 15 rounds), and up to 3 missiles at a time. If used as a field effect, one melee action is required but missile volleys and any number of bullets/ slugs can be deflected.
2. Energy Singularity:
It is possible for the mutant to create a field of 'negative energy' (which is actually theorized to exist around black holes) that will cancel out true/ positive energy.
Damage Resistance: The targeted person or area can be made resistant to energy attacks (half damage), and after level six the affected will become totally impervious to energy attacks. However, targeted beings will also be unable to use any natural energy attacks, cast energy- based spells, or use energy- projecting psionic powers. Well used against a dangerous energy- emitting opponent. The energy forms affected are energy, fire, ion/ electricity, microwaves/ heat, radiation, light/ laser, and particle beams.
Power Reduction: The other use of this singularity is to negate the flow of power in an area or object. It soaks up all the electricity (or whatever power) that is flowing and essentially shuts a system down. If the power source of a vehicle can be targeted (standard called strike) it is possible to affect the entire vehicle with a power loss. Could be used to get more time during a nuclear power plant overload
Field Penetration: Against force and energy fields, this effect is also useful. Electric fields, flaming walls, and energy barriers can be penetrated by throwing an energy singularity at them to produce a hole! The duration of this effect is half that of the normal duration. Psionic and magic force fields are not normally affected.
Damage Resistance: The targeted person or area can be made resistant to energy attacks (half damage), and after level six the affected will become totally impervious to energy attacks. However, targeted beings will also be unable to use any natural energy attacks, cast energy- based spells, or use energy- projecting psionic powers. Well used against a dangerous energy- emitting opponent. The energy forms affected are energy, fire, ion/ electricity, microwaves/ heat, radiation, light/ laser, and particle beams.
Power Reduction: The other use of this singularity is to negate the flow of power in an area or object. It soaks up all the electricity (or whatever power) that is flowing and essentially shuts a system down. If the power source of a vehicle can be targeted (standard called strike) it is possible to affect the entire vehicle with a power loss. Could be used to get more time during a nuclear power plant overload
Field Penetration: Against force and energy fields, this effect is also useful. Electric fields, flaming walls, and energy barriers can be penetrated by throwing an energy singularity at them to produce a hole! The duration of this effect is half that of the normal duration. Psionic and magic force fields are not normally affected.
3. Temporal Singularity:
Time Deprivation: Much like the T-Dep spell on page 79 of Rifts® England, the character can create a singularity that reduces the time flow in a target. Victims will not know what time it is - their perception of it is so skewed that they have to see the sun in order to know if it is day or night. Appointments will be forgotten, clocks will be misread, reactions will be timed wrong, and coordination is thrown way off. The victim suffers the following: -10% on all skills, -60% on skills involving time measurement (Demolitions, Piloting, and Navigation skills are good examples), -1 to strike, parry, and dodge, -3 on initiative, and loses one melee action. Further, it is not possible to use paired weapons (can't coordinate)!
Temporal Paralysis: With this singularity effect, the character is able to negate the time flow of a target. The result? The target will stop immediately, frozen in whatever position it was in. If struck by the paralysis in mid- air they will remain there until it wears off! Remember, it is not the motion of the target that is being inhibited but the flow of time. The afflicted will have no memory of events passing while they are frozen - it stops when they are paralyzed and continues when they are not. Another strange result is that the frozen target is impervious to all damage! Time, like everything in the universe, is a vibration and since the paralyzed being has no vibration at all he cannot be affected by attacks. Even phase beams do no damage.
This singularity can clearly be used both offensively and defensively. Temporal Wizards, Warriors, and Raiders, Time Lords, Phase Mystics, First Stage Prometheans, and powerful supernatural beings (gods, dragons, demons, supernatural intelligences) get a +4 bonus to save against this. Second Stage Prometheans and any 4-D creatures are immune to this effect, as is the character himself.
Temporal Paralysis: With this singularity effect, the character is able to negate the time flow of a target. The result? The target will stop immediately, frozen in whatever position it was in. If struck by the paralysis in mid- air they will remain there until it wears off! Remember, it is not the motion of the target that is being inhibited but the flow of time. The afflicted will have no memory of events passing while they are frozen - it stops when they are paralyzed and continues when they are not. Another strange result is that the frozen target is impervious to all damage! Time, like everything in the universe, is a vibration and since the paralyzed being has no vibration at all he cannot be affected by attacks. Even phase beams do no damage.
This singularity can clearly be used both offensively and defensively. Temporal Wizards, Warriors, and Raiders, Time Lords, Phase Mystics, First Stage Prometheans, and powerful supernatural beings (gods, dragons, demons, supernatural intelligences) get a +4 bonus to save against this. Second Stage Prometheans and any 4-D creatures are immune to this effect, as is the character himself.
4. Spatial Singularity:
Space Warp: This is mainly an offensive use of the Singularity power, and allows a mutant to warp the three- dimensional space that an intended target exists in. The effect is kind of like a nipple twist like kids used to dish out in high school (don't they hurt?), but far more intense and widespread. Attempts to save vs pain from this are -8! It can harm only material beings and objects, doing 4d6 damage plus +1d6 per level of experience.
It also affects all supernatural creatures and will do half damage to invulnerable mutants, mutants with a hardened molecular structure, and all supernatural shape shifters (vampires, werewolves, demons, supernatural intelligences, gods, dragons, etc.) Damage can be regulated at level one, but divided attacks are not possible. A field effect will do the listed damage to every target in the field once per melee.
Space Fold: The singularity power also lets the character cause three dimensional objects to make short 'jumps' in our continuum, teleportation. The size and weight of the object doesn't matter at all, because the range is so short. Objects can be made to move 1 meter plus 1/3 of a meter per level of experience. With this power the character can make a very short range teleportation, which might not be enough to get out of the way of all attacks. This effect cannot be turned into a long- duration field effect, only long enough to move groups of matter (one action in duration).
If used to help someone dodge, it adds a +3 bonus. If used to 'move' oncoming physical objects the character must make a successful parry roll (use strike bonuses) to shift the objects. The fold has an instantaneous effect (no duration) but can be used as an automatic parry. Valid against attacking beings, thrown weapons, projectiles, short bursts from weapons (up to 15 rounds), and up to 3 missiles at a time. If used as a field effect, one action is required but missile volleys and any number of bullets/ slugs can be deflected. Large objects like cars and boulders can't be shifted effectively - it is better to fold space to help a dodge.
It also affects all supernatural creatures and will do half damage to invulnerable mutants, mutants with a hardened molecular structure, and all supernatural shape shifters (vampires, werewolves, demons, supernatural intelligences, gods, dragons, etc.) Damage can be regulated at level one, but divided attacks are not possible. A field effect will do the listed damage to every target in the field once per melee.
Space Fold: The singularity power also lets the character cause three dimensional objects to make short 'jumps' in our continuum, teleportation. The size and weight of the object doesn't matter at all, because the range is so short. Objects can be made to move 1 meter plus 1/3 of a meter per level of experience. With this power the character can make a very short range teleportation, which might not be enough to get out of the way of all attacks. This effect cannot be turned into a long- duration field effect, only long enough to move groups of matter (one action in duration).
If used to help someone dodge, it adds a +3 bonus. If used to 'move' oncoming physical objects the character must make a successful parry roll (use strike bonuses) to shift the objects. The fold has an instantaneous effect (no duration) but can be used as an automatic parry. Valid against attacking beings, thrown weapons, projectiles, short bursts from weapons (up to 15 rounds), and up to 3 missiles at a time. If used as a field effect, one action is required but missile volleys and any number of bullets/ slugs can be deflected. Large objects like cars and boulders can't be shifted effectively - it is better to fold space to help a dodge.
5. Dimensional Singularity:
With a dimensional singularity, targets can be transformed such that they are thinner than paper! The effect is much the same as the Temporal Spell of D-Shift: Two Dimensions. The 2-D being can hide with 85% effectiveness, can't be detected by thermo- optics, body heat, motion detectors, etc. Weight is reduced to one- sixteenth. Physical blows do half damage if the 2-D being is braced against something. Gases and fumes also do half damage with half duration, and toxins that must be ingested or injected are ineffective.
The character in 2-D form cannot speak, eat, drink, or cast most magic spells when in the altered form. Distance judgement is also impossible - all combat rolls are made with no bonuses whatsoever! Further, damage from punches and kicks delivered by a 2-D creature is reduced to one- quarter the normal damage. Movement is reduced to a Spd. of about 6, attacks are cut in half, and no initiative is possible (time moves very slowly). Also, the character is still vulnerable to energy attacks, environmental effects, magic, and psionics. A gust of wind will easily blow the character away like a kite! On the plus side, it is pretty tough to hit a 2-D being (a -6 strike penalty is applied).
The character in 2-D form cannot speak, eat, drink, or cast most magic spells when in the altered form. Distance judgement is also impossible - all combat rolls are made with no bonuses whatsoever! Further, damage from punches and kicks delivered by a 2-D creature is reduced to one- quarter the normal damage. Movement is reduced to a Spd. of about 6, attacks are cut in half, and no initiative is possible (time moves very slowly). Also, the character is still vulnerable to energy attacks, environmental effects, magic, and psionics. A gust of wind will easily blow the character away like a kite! On the plus side, it is pretty tough to hit a 2-D being (a -6 strike penalty is applied).
6. Other Bonuses and Abilities:
- Can see and sense dimensional, spatial, and temporal anomalies. They can be seen clear as day. Large things like rifts are picked up with a range of 30 miles. Mystic portals, time holes, and ley line storms are sensed with a one mile range. Dimensional pockets are sensed within 100ft and dimensional envelopes are sensed within 10ft. All types of teleportation, astral beings, two and fourth dimensional creatures, and phased/ intangible beings are picked up within 100ft. In all cases the opening, closing, and general location are known.
- Add an additional +5 to save vs Temporal magic and other reality- twisting effects and spells.
- For T.M.N.T. Transdimensionaltm rules, the character is immune to temporal energy change.
Slow Motion Control
Created by Kevin Siembieda
Created by Kevin Siembieda
The character has the awesome ability to slow or distort time for short periods within a limited range. In terms of effect, this could be seen as the 'bullet-time' you've seen in many movies. The time distortion is very sudden and time snaps back to normal within a few seconds. Only the character who possesses this ability, or those with similiar time/space twisting abilities (such as Power Sphere or Singularity) are able to resist the effects.
1. Slow Individuals and/or Vehicles:
The character can slow up to two individuals or one vehicle per level of experience, for 10-60 seconds (1d6x10). Victims of the time distortion feel as if they are weighted down and cannot move quickly no matter how hard they try. None of those affected have initiative, plus reduce all combat bonuses, attacks, and speed of affected persons by half. Likewise, kinetic damage inflicted by slowed attackers is half.
Range: Limited to a specific handful of targets up to 40m+2m per level of experience away, or a 12m radius effect around the character. Even in the latter case, the character is still limited by the number of individuals/vehicles listed above.
Duration: 1d6x10 seconds.
Saving Throw: Only those with the following Major Abilities get a saving throw (14 or higher, natural roll); Alter Physical Structure: Light, Kinetic Energy Alteration, Gravity Manipulation, Power Sphere, Singularity, or Speed Tasking.
Attacks: This ability can only be used once per combat round, but only uses one action.
Range: Limited to a specific handful of targets up to 40m+2m per level of experience away, or a 12m radius effect around the character. Even in the latter case, the character is still limited by the number of individuals/vehicles listed above.
Duration: 1d6x10 seconds.
Saving Throw: Only those with the following Major Abilities get a saving throw (14 or higher, natural roll); Alter Physical Structure: Light, Kinetic Energy Alteration, Gravity Manipulation, Power Sphere, Singularity, or Speed Tasking.
Attacks: This ability can only be used once per combat round, but only uses one action.
2. Split-Second Slowing:
This is the character's personal ability to slow their perception of time for a split second. This is incredibly effective for dodging, or parrying, since the character can trace the path of the incoming attack. Using split-second slowing grants the following bonuses.
- The character is able to auto-dodge, with their normal dodge bonuses!
- +2 to parry. Negates penalties for parrying bullets or energy attacks.
Area Affected: Can try to dodge any and all attacks coming from within line of sight (including peripheral vision). The character can also try to dodge attacks from behind which make noise, but without benefit of dodge bonuses.
3. Slow Metabolism:
The ability allows the character to slow their or another willing person or unconcious character's metabolism to extremely low levels. It can be used to simulate death, slow bleeding, or slow the spread/effects of disease, or poison/toxin through the body; half damage and duration from toxins. Adds a +1 to save vs. poisons/toxins/drugs and +10% to save vs. coma.
Range: Self or Touch
Duration: As long as desired. No other attacks or actions are possible while the character is concentrating on this.
Range: Self or Touch
Duration: As long as desired. No other attacks or actions are possible while the character is concentrating on this.
4. Metally Control Clocks/Timers:
Identical to the minor ability of Clock Manipulation.
5. Slow Aging Process:
This innate and ongoing process slows the ravages of time on the character. The character will look and feel younger than they actually are, and doubles the average life expectancy.
Bonus: One-time bonus of +6 to P.B.
Bonus: One-time bonus of +6 to P.B.
6. Other Abilities & Bonuses:
- The character is absolutely immune to the effects caused by other mutants with Slow Motion Control.
- Has an uncanny sense of time and is never late unless they want to be. Knows the day and time within 1d4 minutes without having to refer to a timepiece.
- +3 to save vs. time-altering powers, magic or effects from others, including kinetic energy manipulation that slows things down.
- +1 attacks per round.
- +1 to initiative at levels 1, 5, and 10.
- +1 to strike
' 'Ninjas and Superspies is a role-playing game written by Erick Wujcik and published in 1988 by Palladium Books. The game is designed around games of espionage and martial arts action in the modern world, similar to movies such as the James Bond series or Chinese martial arts films. To that end, the game contains game rules for martial arts and mystic powers, alongside rules for playing spies and superspies with gadgets, cybernetics and other high-tech toys.'
Publisher Blurb:
Forty-one (41) forms of martial arts combat as you have never seen them in any other role-playing game.
Oriental combat skills accurately portrayed, each with its own unique fighting style, methods of attack and defense presented on an epic scale, complete with legendary mystic powers. But that's not all! The superspy section includes spies of all kinds, cyber agents, gadgeteers, secret organizations, secret identities, gimmick weapons and clothing, cyber-disguises, cybernetic implants, and more. Plus don't miss Mystic China, an action packed sourcebook of ancient magic and mystery.
Completely compatible with Heroes Unlimited, Villains Unlimited, Ninja Turtles, Rifts, and the entire Palladium Megaverse!
Highlights Include:
- 17 Occupational Character Classes for spies, mercenaries, martial artists and special operatives.
- 40 types of hand to hand combat - effectively offering 40 types of martial arts character classes!
- 48 mystic martial art super-powers.
- Dim Mak, Chi Mastery, the Arts of Invisibility and more.
- Bionic implants, disguises and attachments.
- Weapons, equipment, gimmicks and creating super-vehicles.
- Secret identities and spy agencies.
- Rules for creating Secret Organizations.
- Compatible with Heroes Unlimited, TMNT, and the entire megaverse. Adaptable to high powered RECON campaigns too.
'
- 40 types of hand to hand combat - effectively offering 40 types of martial arts character classes!
- 48 mystic martial art super-powers.
- Dim Mak, Chi Mastery, the Arts of Invisibility and more.
- Bionic implants, disguises and attachments.
- Weapons, equipment, gimmicks and creating super-vehicles.
- Secret identities and spy agencies.
- Rules for creating Secret Organizations.
- Compatible with Heroes Unlimited, TMNT, and the entire megaverse. Adaptable to high powered RECON campaigns too.
'
Source: Wikipedia, 'Ninjas_and_Superspies,' available under the CC-BY-SA License.