I have made a few modifications to the super powers, mostly involving my changes to the rules for Armor Ratings, damage categories and strength. I have clarified how the Alter Physical Structure: Metal and Stone powers relate to my AR rules. I have added some AR to Extraordinary PE, and both some bonus SDC and AR to the various strength enhancing powers. I hate it when someone gets Supernatural Strength and is guaranteed to kill themselves in one blow. I've also reduced the strength bonuses from Superhuman and Supernatural strength somewhat. They now have the same maximum value but a lower minimum, so the average comes out lower. Finally, I've broken the Invulnerability power into two sub-categories, Partial or Full, so that there is a decent but not over-the-top defensive power that doesn't require changing from a standard human appearance.
Character can carry up to 1/2 his/her normal carry weight at up to 1/2 normal speed
As per the book, but also provides a natural AR of 15, where Normal attacks do either no damage or x1/2 damage, and Extraordinary, Superhuman and Supernatural attacks do either x1/2 damage if under the AR and full damage if over the AR. Also, each level beyond first the character gains +2d3 HP instead of just +1d3, and +2d6 SDC instead of just the standard 1d6 (under my house rules, characters normally get +1d6 SDC and +1d3 HP per level after first).
As per the book, but the character also gains +1d4 PE and +1d6x10 SDC. This power also provides a natural AR as shown in the table below. The character does a base punch damage of 1d6 plus the PS bonus, and the 1d6 is also added to kick and weapon attacks, similar to the Supernatural PS bonuses. If it is taken in addition to either Supernatural or Superhuman Strength, it adds just +1d6 PS, +1d4 PE and +1d4x10 SDC.
As per the book, but the character only gains 2d10+8 PS, but he also gains +1d6 PE and +2d4x10 SDC. This power also provides a natural AR as shown in the table below. The character's base punch damage is increased to do 1d6 if PS is between 3 and 20, 2d6 if PS is between 21 and 30, 3d6 if PS is between 31 and 40, and 4d6 if PS is 41 or more. This damage is added to kick and weapon attacks, similar to the Supernatural PS bonuses. If this power is taken in addition to Supernatural Strength, it adds just +2d4 to PS, +1d6 PE and +1d6x10 SDC.
In altered form, the character has a natural AR of 17, and takes no damage from Normal and Extraordinary attacks, Superhuman attacks and Supernatural energy attacks do none or full damage depending on the strike roll, and Supernatural physical attacks do either x1/2 or full. The character also gains Superhuman PS (+2d10+8, or just +2d4 if PS is already Superhuman or Supernatural).
In altered form, the character has a natural AR of 16, and takes no damage from Normal and Extraordinary attacks, Superhuman attacks do x1/4 or full damage depending on the strike roll, and Supernatural attacks do either 1/2 or full. The character also gains Superhuman PS (+2d8+8, or just +2d4 if PS is already Superhuman or Supernatural).
When altered, the character gains Superhuman PS (+2d10+8, or just +2d4 if PS is already Superhuman or Supernatural). When transformed into hard metals the character has an AR of 16 and 400 SDC, stone/concrete provides AR 15 and 300 SDC, and ceramic/kevlar provides AR 15 and 200 SDC. In each case, the natural AR provides sufficient protection so that Normal and Extraordinary attacks do no damage, Superhuman attacks do either x1/4 or full damage, and Supernatural attacks do either x1/2 or full damage.
PS becomes Enhanced at 9' and Superhuman at 12'. At 12' there is a -2 dodge, while at 20' it increases to the -4 dodge.
The ability to form deadly energy from one's hands in the form/shape of a simple weapon (sword, sickle, axe, trident, etc.) Similar to Psi-Sword only it is a different manifestation of energy and very powerful. Each creation of the energy weapon appendage counts as one melee action, and a character can manifest as many as one per hand and/or tail. The character is +1 to initiative, strike and parry when using the weapon. It has a maximum size of 1' plus 6" per level, and a maximum duration of five minutes per level. The weapon does 6d6+2 per level, without any PS bonus, or 3d6+1 per level with a PS bonus.
There is a 1 in 6 chance of a character having Total Invulnerability, and a 5 in 6 chance of Partial Invulnerability. This must be rolled, not chosen.
Total Invulnerability provides almost complete immunity to kinetic, cold, heat, fire, electricity, lasers, and any other energy, such that the character takes no damage from Normal, Extraordinary, or Superhuman attacks. Against Supernatural attacks the character has a natural AR of 20 and he takes either no damage if under the AR or just 1% of damage if the strike roll is over AR. However, if Supernatural attacks exceed the AR, they will have full knockdown and stun effects as if the full damage had been done. Magic weapons do either x1/4 damage if under the AR and x1/2 if over the AR, spells and psionics have full effect (except for energy attacks), and the character still requires air and food but can last 4x longer
Partial Invulnerability provides a high level of resistance to kinetic, cold, heat, fire, electricity, lasers, and any other energy, such that the character takes no damage from Normal and Extraordinary attacks, and a natural AR of 18 vs Superhuman and Supernatural attacks. Superhuman attacks do either no damage or x1/4 damage, and Supernatural attacks do either x1/10 damage if under the AR or x1/2 damage if over the AR. However, in addition, if Supernatural attacks exceed the AR, they will have full knockdown and stun effects as if the full damage had been done. Magic weapons do either x1/2 damage if under the AR or full damage if over the AR.
Both forms of this power have the following features. The character gains +1d6 PE, +10% save vs coma/death, +3d6x10 HP, +4d6x10 SDC, and +1d4 PS, which counts as Superhuman. Spells and psionics have full effect (except for energy attacks), and the character still requires air and food but can last 4x longer
Maintaining the defensive magnetic field requires the user to give up one action per round. Bullets, any metallic weapon (including punches if the glove or forearm armor has metal) used by someone with normal, extraordinary or superhuman strength, or collisions from low or medium speed vehicles (less than 40 pts of damage) will do no damage. However, characters with Supernatural (SN) strength, collisions with high speed vehicles (more than 40 pts of damage), or bullets from high-tech rail guns will penetrate the field and do x1/10th damage unless the blow is parried (see above). Energy, plasma, particle beam, and electrical attacks do x1/4 damage and cannot be parried. Fire, lasers and radiation do x1/2 damage. Heat and cold do full damage.
Formerly called Weight Manipulation, with the following changes. The character can reduce or increase the mass of organic or inorganic objects up to 100'+20'/level away. Each action causes a 50% decrease or x2 increase and the change lasts 6 minutes unless the character spends 1 action/round maintaining it.
At 1/8th mass (3 actions) the subject takes only x1/2 damage, at 1/64th mass (6 actions) he takes x1/4 damage, and at 1/1,000th mass (10 actions) he takes no damage from physical or energy attacks. The character's own attacks are similarly reduced, however. At 1/1,000th mass, the victims begin to drift helplessly and suffer -5 strike, parry and dodge. If the character uses it on himself he gains the ability to glide on the wind.
Each doubling of mass (1 action) adds +25 SDC and +1d6 punch damage, but subtracts 10% of the subject's SPD and actions/round, so the subject is unable to move after 10 actions and reaching x1000 mass.
Renamed Mass Manipulation.
This page is copyright © 1998 by Jim Stoner
Last Modified August 31, 1998