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==Super Powers== ===Intangibility (Major)=== 1. Can affect self and 20lbs of additional material.<br> 2. Punches, kicks, sticks and stones, bullets, lasers, explosive force and most conventional attacks pass right through harmlessly.<br> 3. Can walk through any substance, stone, steel, earth, machines, force fields, etc.. without affecting it or him<br> 4. Can sink into the earth/ground up to nose and walk on dense molecules. Likewise can walk on dense molecules of smoke or fog (and thus into the air), as well as walk on water. These all require concentration and use up three melee actions per round to maintain.<br> 5. Must materialize to attack. No partial materialization. Small machines on being do not function while intangible.<br> 6. Can become tangible or intangible at nearly the speed of thought (counts as one melee action) but it can only be performed a maximum of four times per melee round.<br> 7. Add 1d6 to M.A.<br> 8. Add 1d4x10 to SDC<br> 9. Add 20% to Prowl ability.<br> 10. Horror Factor (optional): 14 when semi-transparent or walking through walls; may be considered to be a ghost.<br> 11. Electricity, which stimulates and agitates molecules does half damage. And intense heat and fire does 30% in normal damage.<br> 12. Psionic and gas attacks have full effect.<br> 13. Can not be harmed by falls and explosions.<br> 14. Can not glide or float into the air.<br> 15. Can not touch or feel, or pick up or carry anything, but can speak, hear and smell as normal.<br> ===Invisibility (Major)=== 1. Character and anything he's wearing or carrying up to 100lbs can be turned invisible at will. Turning invisible or visible counts as one melee action/attack.<br> 2. Undetectable by normal vision or night vision; detectable by infrared optics, thermo-imaging systems, heats sensors and motion detectors.<br> 3. Tremendous pain, death or loss of consciousness will automatically turn one visible.<br> 4. Opponents who cannot see their invisible antagonist are -6 to strike, parry or dodge him. Opponents with Extraordinary Sense of Smell or Hearing are only -3 to strike, parry and dodge an invisible assailant. Opponents with heat or infrared sensors or vision suffer no penalties and see the character to counter and strike back.<br> 5. Can automatically see the invisible.<br> 6. Add 1d4x10 SDC<br> 7. Can create a Horror Factor of 9 by making noises and moving items while invisible - "spooking" others.<br> ===Energy Expulsion: Light (Minor)=== 1. The ability to draw on light energy/radiation and emit a highly concentrated bolt of light, not unlike a laser beam. The light bolt can only be fired in pulses from the fingers, hands or eyes. With experience (3rd level or higher), the character can regulate the amount of M.D. inflicted by the light bolt in increments of 1D6.<br> 2. The character can also radiate light like a human light bulb. Equal to about 100 watts, plus 25 watts per level of experience. Even at first level he can radiate enough to light up a 20x20 foot room.<br> 3. Range: 600 feet<br> 4. Mega-Damage: 2D6 + 1D6 M.D. per each level of experience, or blinding flash; the victim, (as many as five if grouped closely together)are momentarily blinded (-8 on all combat rolls) for one melee round. The blinding flash is only effective at close range: 10 feet.<br> 5. Special: Same as Energy Expulsion: Energy.<br> 6. Duration: Instant<br> 7. Attacks Per Melee: Each energy blast counts as one melee attack or action; dual, simultaneous divided blasts also count as one melee attack.<br> 8. Bonuses: +3 to strike for aimed shot. +1 if shooting wild. Furthermore, the character is resistant to radiation (half damage).<br> ===Energy Resistance (Minor)=== 1. No physical damage is sustained by the first 30 points of energy attacks in a melee round. Energy attacks beyond the first 30 points do only half damage.<br> 2. The energy resistance field extends just beyond the body to include clothing, M.D.C. body armor, and carried equipment. It does not extend to protect power armor, robots or vehicles, nor another characters standing nearby or touching.<br> 3. The character's resistance to energy includes fire, electricity, lasers, and most other forms of pure energy. Furthermore, the character is completely invulnerable to stun-type energy weapons.<br> 4. Energy resistance is not effective against radiation damage, kinetic energy (punches, kicks, melee weapons, etc.), projectiles, explosive force, magic or most forms of psionics (pyrokinesis and electrokinesis fall into the Energy Resistance category above).<br> ===Extraordinary Physical Prowess (Minor)=== 1. Add 2d4 to P.P.A<br> 2. Add 3d4 to Speed<br> 3. Add One Extra Attack per Melee Round<br> 4. +3 to Automatic Dodge, can dodge an attack without using up a melee action<br> 5. +10% to physical skills requiring dexterity and prowess, such as prowl, gymnastics, acrobatics, climb, etc.<br>
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