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==Super Powers== ===IMMORTAL (MEGA-POWER)=== Special Power: Immortal regeneration: The immortal character can recover from grievous bodily injury and even loss of body parts without actually dying, although he may often appear to be dead.<br> When the immortal's Hit Points/M.D.C. are reduced from a range of zero to 130 points below zero, he is racked with searing pain, is weak as a kitten and can barely concentrate. All combat bonuses are reduced to zero, melee actions per round are reduced to two (and are entirely defensive unless cornered), attributes are down 50%, and performance of all skills is -75%. At this point, the immortal's survival instincts kick in, and his one goal is to get away where he can hide, collapse and heal. The character requires 1D4 hours of complete rest/sleep and may appear to be in a coma or dead during this recovery period. When this time elapses, the immortal awakens, achy and sore, but with 4D6 Hit Points/M.D.C. above zero and his usual range of abilities, attributes, bonuses, and skills all restored to normal. Bleeding will have stopped and all grievous wounds, broken bones internal injuries, and similar damage will be well on their way to completely healing within a matter of hours and without any permanent side effects. At this stage (and for the next hour), there are scars, cuts, bruises, lumps and even open wounds (the guy looks like crap), but these will disappear as they continue to heal. One hour after awakening from the healing coma, the immortal can bio-regenerate as normal (2D6 Hit Points/M.D.C. or 3D6 S.D.C. every 10 minutes — or roughly 1D6x10 H.P./M.D.C. or 2D4x10 S.D.C per hour). When healing is completed, the character will look strong and healthy without so much as a scratch. If the immortal suffocates (which takes five times longer than a normal human; about 15 minutes), or S.D.C. and Hit Points/M.D.C. are reduced from a range of 131-300 points below zero, he will collapse and appear dead. This massive amount of damage is likely to mean the immortal will literally have holes blown through him, shattered bones, lost internal organs, and possibly, missing limbs. in this case, the character will appear to be dead and does not regain consciousness for 4D6+12 hours. Once conscious, he heals as above, with missing limbs regrowing over a 72 hour period. Death is possible - Innate Vulnerabilities:<br> 1. Being truly atomized or vaporized means the character is dead; no chance for recovery. However, if the head and approximately one third of the body remains intact, the m character will eventually regenerate and return to life. However, this massive amount of damage requires 3D4 years of being in the healing coma. _Note:_ The same is true if the immortal is seemingly blown in half by an explosion. <br> 2. Incineration. If the head and half of the body is completely incinerated (reduced to ash), the immortal is slain. However, if only reduced to skeletal remains the character will regenerate and return to life. This massive amount of damage requires 1D4x10 years of being in the healing coma. Note: The same is true if the immortal is seemingly blown to bits, but half of him re-mains, albeit, in pieces. <br> 3. Decapitation. If the head is removed from the body, the immortal superbeing will appear to be dead. However, the head and body must be buried separately (or completely destroyed). If the two parts are buried in the same grave or left within 20 feet (6 m) of each other, they will be drawn together, reattach and the character will recover within 6D6 days. Even cut apart and separated, neither head nor body will deteriorate for 100 years, and any reunion of the two within that time will result in a miraculous resurrection! After the 100 years, they rot away and the character is dead. <br> === GATEWAYS (Major)=== The character is able to generate stable corridors that connect different points on the globe. These gateways appear as shimmering portals of white or silvery energy, similar to a magical Rift. If one steps through the portal, the person is transported to the opposite portal opened by the super being. By means of one of these portals the character could travel from Paris, France to Los Angeles, California with a single step through the portal.<br> Limitations: First, only the super being with the Gateways power can open and close these portals, but anyone can step through them once opened.<br> Second, both gateways must be on the same planet.<br> Third, the creator must have been to a specific location at least once before in order to mark it as a destination for one of his Gateways, and he can only mark a limited number of locations (per level of experience) as Gateway destinations.<br> Range: Unlimited, on the same planet.<br> Size: Circular in shape, about a 10 foot (3 m) diameter.<br> Damage: None, cannot be used as a weapon.<br> Duration: As long as the character concentrates (uses three melee actions per melee) the Gateway between a pair of locations remains open, but travel between the two is instantaneous, just step through. It takes one melee round (15 seconds) to open a new Gateway.<br> Number of Portal Locations: Three at first level, plus two additional locations per experience level. This number of locations is the maximum number that the super being can keep a lock on. So, if they are all used up and he wants a dimensional bridge to a new location, he must drop one of his old places to establish a new location.<br> Bonuses: The character is immune to any type of undesired teleportation.<br> List of Destinations Currently Marked By Charles<br> - Charles’ old bedroom in Atlanta. House has been reinforced and barricaded to make it very difficult for anyone or anything to get in from the outside. - The garage of Charles’ house in Lazlo - A road just outside Lazlo city limits - A less frequented path in the National Park & Botanical Gardens of MercTown - A usually deserted bathroom in the Secure Storage Bunkers just outside Ishpemming - A deserted alley in downtown Escanaba (“MercBay”) - A deserted alley near Merchant’s Plaza in Kingsdale - The ley line nexus of The Barony of Hope in Colorado - A road a short distance from MercTown - An alley in downtown Char, Dinosaur Swamp - A deserted alley in the entertainment district of Stormspire - A road a short distance from Munich, New German Republic - A deserted alley in downtown Munich - A subway maintenance tunnel in New Moscow - A deserted alley on The Strip in Peace City (La Paz) - A deserted alley in Babylon Major, New Babylon - A deserted alley in downtown Hiroshima, Japan - A deserted branch on the Kyoto Millennium Tree - A road in the Kingdom of Takamatsu, Japan - Stonehenge, England - A deserted building in the Kingdom of Tarramore, Ireland - A deserted alley on Victory Row, Arzno - The room Charles is currently staying at in Arzno<br> ===PORTALS (Major)=== The character with this power can create portals that function as two-way doorways over short distances. These Portals can be used for travel, to escape a locked room or prison cell, as well as a defense or to gain access to places where he doesn't belong. A Portal will usually circumvent alarm systems and most defenses and fortifications. A Portal appears as a circle or rectangular door shape made of crackling energy about 10 feet (3 m) tall and five feet (1.5 m) wide. Looking into the energy field reveals nothing about what is on the other side, you have to go through one to find out where it leads. Consequently, it is best to know what awaits on the other side of the wall when the portal is created<br> 1. Portal Travel: At will, the super being can create a portal to travel through any wall or locked door, or between any two short points. One portal will open right next to the character, and the other will open a short distance away. While it is best to have line of sight on both locations, the character can open a portal to a location that he cannot see, provided he knows a little something about it (it's the basement, a storage closet, the room at the end of the hall, etc.) and it is in his range. The second Portal opens to that second, nearby location. Problem is, if the Portal's creator doesn't know what waits at the second location, the Portal could open directly into traffic, over a swimming pool, into a room filled with enemies, or other dangers or problems. With practice, the character can prevent falling damage by opening a portal just a few feet above the ground and then opening the other right in front of himself as he falls. This way he will strike the ground after falling only a few feet and take no damage.<br> Range: A portal can be made by touch or created up to 10 feet (3 m) away per level of experience. Travel distance can be as short as just the other side of the door, wall, floor or ceiling, or as great a distance as 300 feet (91.5 m) +30 feet (9.1 m) per level of experience.<br> Duration: Travel between the two points is done in an instant, but once a Portal is created, it remains open for 1D4 melee rounds. Its creator cannot shut it sooner.<br> Damage: None, although one could step into a dangerous situation. Another danger is the portals remain open long enough for an enemy or pursuer to follow.<br> Attacks per Melee: Creating a pair of portals (one at each end; an exit and entrance portal) counts as two melee attacks/actions.<br> 2. Portal Attack: The portals can be used to perform a simple attack. By opening a portal beneath an opponent or in front of a rapidly moving one, and opening the other portal high up in the air, the opponent will fall a great height (up to the portal's maximum range). The character will have to make a successful strike roll and the opponent can try to dodge out of the way (at a -4 dodge penalty). But the attack cannot be parried and armor ratings do not apply against this type of attack.<br> Range: A portal can be made by touch or created up to 10 feet (3 m) away per level of experience. Duration: Remains open for 1D4 melee rounds.<br> Damage: Based on the height of the fall, typically 1D6 per 10 feet (3 m). The victim can try to roll with the fall for half damage. Appearing somewhere you did not expect to be via Portals is not physically damaging, but is disorienting and requires 1D4+2 melee rounds to figure out what happened, where you are and where the super being is(or was last) located before you went through the portals.<br> Attacks per Melee: Creating a pair of portals counts as two melee attacks/actions.<br> Bonus: +2 to strike but no other bonuses.<br>
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