Alteration
Absorb Life
Adapt
Alter Metabolism
Anatomic Separation
Animal Mimicry
Armour
Attribute Leech
Chemical Secretion
Costume Change
Density Manipulation
Diminutive
Elongation
Enlarge
Friction Control
Graft Others
Graft Self
Harm
Increase/Decrease
Infectious
Insect Mimicry
Manipulate Attributes
Manipulate Writing
Metamorph Air
Metamorph Animal
Metamorph Cartoon
Metamorph Copper
Metamorph Diamond
Metamorph Dinosaur
Metamorph Dragon
Metamorph Earth
Metamorph Electrical
Metamorph Electromagnetic
Metamorph Fire
Metamorph Ice
Metamorph Insect
Metamorph Iron
Metamorph Lead
Metamorph Light
Metamorph Liquid Metal
Metamorph Magma
Metamorph Magnetic
Metamorph Others
Metamorph Plant
Metamorph Radiation
Metamorph Shadow
Metamorph Silver
Metamorph Sound
Metamorph Tar
Metamorph Tin
Metamorph Titanium
Metamorph Undead
Metamorph Void
Metamorph Wood
Necroscopic Touch
Object Mimicry
Phase
Power Absorption I
Power Absorption II
Power Absorption III
Putrefy
Regenerate Others
Self Duplication I
Self Duplication II
Self Duplication III
Shapeshift
Shapeshift Others
Solar Sustenace
Spontaneous Mutation Other
Spontaneous Mutation Self
Spectrum Control
Swarm
Two D
Wall Crawl
Webbing
|
ABSORB LIFE |
|
The character can absorb the life force of any organism that he touches and add it to his own at a rate of 1 day of life per INT per round that he touches the victim, +1 day per level. This is permanent unless the stealer gives it back or dies. 10 points to buy this at 1 day of life per INT. +1 day each time rebought. |
|
ADAPT |
| There are two seperate components
to this power;
1) Can adapt to any atmosphere within 1 hour, –1 minute per CON. Thereafter can switch between environment types at will (but must first adapt to each individual environment). 2) Can adapt to any temperature within 1 hour, –1 minute per CON. Thereafter can switch between temperature types at will (but must first adapt to each individual environment). +4 CON, +3 on all saves. 5 points to buy Atmosphere Adaptation. 5 points to buy Temperature Adaptation. |
|
ALTER METABOLISM |
| The character can
manipulate his metabolism in several ways;
1) Once per melee per level the character can initiate a surge of adrenalin which gives +1 Initiative, +1 on thaco, and +1 attack. +1 to all of these bonuses every 3 levels. 2) He can go without food or water for an additional day per level longer than normal. 3) He can also manage without sleep for an additional 2 days, +8 hours per level. 5 points to buy this power. It cannot be rebought. |
| ANATOMIC SEPARATION |
| With this
power the hero can spontaneously and harmlessly separate his body into
independently functioning segments. Physiological functions like blood
flow and neural activity continue in the same manner as if the body were
whole. He can detach one part of his body per 4 INT, +1 per level.
Detached parts cannot regenerate if the body is destroyed unless the hero has a regenerative power. If any detached part is damaged or destroyed, the hero suffers the normal damage. His body also reassembles immediately, if possible. The practical basis for this is the power of Gateway/Spacewarp targeted on the hero's own body. In "game reality" the hero forms two parallel Spacewarps at the desired point of detachment, then shifts the location of the outer warp. The perceived result is that part of the hero's body detaches and flies off on its own. Normally the majority of the hero's body acts as an anchor and cannot be moved by shifting the Spacewarps. The hero can develop power stunts with which he can transport himself. (Example: the hero sends out a hand to grab onto a distant object and then pulls himself to it). Detached segments can travel at normal MR while involuntary reattachment due to injury is instantaneous. The maximum range is INT x 1 metre +1 metre per level. Each additional detachment decreases the range by -1 metre for a cumulative effect. If a single detached segment is prevented from returning to the body once he wills it or is unconscious, the rest of the hero's body is instantly drawn to the missing piece. Any intervening barrier is destroyed, doing damage to the hero appropriate to the barrier. If there are two or more missing parts, the rest of the hero's body is instantly drawn to a point midway between them. From there he can move freely in order to recover himself. Separating the legs from the torso does not cause the hero to fall. Rather the torso can move freely about on its own at normal MR. This power lends itself to several useful stunts. A self-propelled swordarm is handy in a fight. A hero facing a toxic cloud could leave his nose behind. A blade cannot sever something already detached. 10 points to buy this. It cannot be rebought. |
| ANIMAL MIMICRY | |
| The power to totemically draw on
certain abilities from animals for
a temporary
duration. Each animal ability lasts only so long as an animal remains
within his line of sight or a 1 metre radius per INT, +2 metres per
level. Can copy the abilities of 1 different animal per 5 INT
at the same
time, +1 animal per level. If there are more different animals present
than can copy then may choose which abilities he copies.
Some examples of abilities follow below; |
|
| Alligator | The character's skin AC drops by 5, and HPs increases by 10 per CON. Swim at 100% and reach a depth of CON x1 metres. Swim rate is MR x2. Hold breath for x2 the normal rate. |
| Bat | Sense objects in total darkness including shape, distance, direction and speed with a range of 2 metres per INT + half this per level. |
| Bear | CON is doubled, HPs increases by x4, STR increases by 50% and can carry and lift double the normal amount. |
| Bird |
Sight increases by x1 normal range per 5 INT with an additional x1 per level (eg. INT 15 = x3 range), can also see small objects clearer. Can glide at INT x2kph speed, +2kph per level with sufficient wind. |
| Camel |
If drink sufficiently can internalise enough water to last for 1 day per 2 CON, +1 day per level. |
| Canine |
Hearing increases by x1 normal range per 5 INT with an additional x1 per level (eg. INT 15 = x4 range). At 25% of radius hear as low as 1 decibel, at 50% of radius 10 decibels, at 75% 20 decibels, and at 100% cant hear below 39 decibels. Smell increases to x1 normal range per 6 INT with an additional x1 per level (eg. INT 15 = x3 range). Can identify the specific odour or scent of anyone that have previously met, and track by smell so long as know the scent. |
| Dolphin |
Can see clearly in the dark, and heat images and traces equal to normal vision range. Swim at 100% and reach a depth of CON x10 metres. Swim rate is MR x2. Hold breath for x2 the normal rate. |
| Echidna |
The hero can sprout quills over any part of his body or even up to his entire body if desired. When the entire body is covered the quills offer an AC 10 and an HPs of x10. The quills are not retractable and instead must be shed. New ones can be grown once every hour. Alternatively the hero may forcefully expel the quills from his body with a range of STR x1 metre and do D6 +STR damage each. His tongue can stretch out to x1 normal range per 5 INT with an additional (eg. INT 15 = x4 range). It has an adhesive quality to it equal to his STR. |
| Elephant | STR increases by 50% and can carry and lift double the normal amount. The character's skin AC drops by 5, and HPs increases by 10 per CON. |
| Emu |
The hero has an extremely flexible neck, allowing him to turn it completely around and see behind him. He can run at up to double his normal MR. |
| Feline | DEX and MR increase by 50%, +10% on dexterity skills. Gain night vision equal to normal range. |
| Fish | Can swim at 100% normally and can reach a depth of CON x10 metres. Swim rate is MR x2. Can breathe underwater. |
| Frog | Can leap at double the normal range. Also swim at 100% normally and can reach a depth of CON x1 metre. Swim rate is MR x2. |
| Gecko Lizard | The character can climb any surface at 5% per of his normal running MR (but can never exceed 75%). This doesnt include loose rocks, ice or any other slippery surface. Can also blend into the surroundings and become 100% undetectable if stand still. |
| Horse | Can leap at double the normal range. He can run at up to double his normal MR. |
| Kangaroo | Can leap at double the normal range and hop at x2 normal running MR. Kick does triple normal damage. |
| Koala | Gain one claw per finger which do D4 damage each. Can climb at 100% normally but use DEX roll instead of percentage for extreme rolls. Not bothered by heights. Climb rate is MR x2. |
| Kookaburra | Can glide at INT x2kph speed, +2kph per level with sufficient wind. Voice is x3 normal range. |
| Mustelid | The hero can travel swiftly through
the earth by burrowing a tunnel at his normal land movement rate. Normally the tunnel the hero makes collapses within 10
minutes of the hero's passage at a specific spot. The exception is the
tunnel within 3 metres of the hero's current location. This allows the
hero to occasionally stop. A tunnel never collapses on the hero, unless
a higher intensity force is applied. Examples include explosives,
Vibration, etc. If the hero wants to build a relatively permanent
tunnel, his movement rate is cut in half as he takes the time to make
reinforced walls. The hero may burrow through materials with lower
material strength than his damage ability. Materials with equal or
greater material strength are obstacles to be detoured around. If the
hero also possesses Super Strength he can burrow through harder
materials, like granite intrusions or bank vaults, at half speed.
Can also see clearly in the dark and heat images and traces equal to half normal vision range. |
| Platypus | The hero can travel swiftly through
the earth by burrowing a tunnel at his normal land movement rate.
Can also swim at 100% normally and can reach a depth of CON x2 metres. Swim rate is MR x2. Hold breath for x2 the normal rate. |
| Rabbit |
Hearing increases by x1 normal range per 5 INT with an additional x1 per level (eg. INT 15 = x4 range). At 25% of radius hear as low as 1 decibel, at 50% of radius 10 decibels, at 75% 20 decibels, and at 100% cant hear below 39 decibels. Can leap at double the normal range. |
| Shark |
Swim at 100% normally and can reach a depth of CON x10 metres. Swim rate is MR x2. Can breathe underwater. The hero's teeth gain a STR equal to five times his hand's STR allowing him to bite through some materials. His teeth also have HPs equal to twice his own. |
| Skunk |
Special glands within the throat/lungs allows the character to spit out a toxin up to 1 metre per 2 CON. Causes major skin irritation and burns flesh. Causes 2D6 damage per melee for 3D6 melees. Save for half damage and effects. |
| Snake |
The hero can make his body elastic and malleable enabling distortion and elongation. +40 HPs, +3 CON, +2 thaco. The body can extend by 1 metre per 2 INT, +1 metre per level. Flatten to –1 centimetre thickness per level. Kinetic attacks do half damage. Special fangs within the jaw allows the character to bite a victim and inject a deadly toxin which will kill the victim on a failed save. If the save is successful then the victim suffers 4D6 damage. |
| Squid |
Swim at 100% normally and can reach a depth of CON x10 metres. Swim rate is MR x2. Can breathe underwater. Special glands within the throat/lungs allows the character to release a dark mist up to 1 metre per 2 CON, double this in the water. Nothing can see through the mist, not even night vision. |
| Tasmanian Devil | Can leap at double the normal range. Gain one claw per finger which do D4 damage each. |
| Turtle |
The character can create a complete body covering of a super hardened bone substance which can be extended and retracted as desired. It reduces the character's AC by -1 per 2 CON and HPs equal to the character's x20. The character has enough air to last CON x1 minute, +1 minute per level. It can withstand the vacuum of space, deep water up to CON x20 fathoms, CON x20 rads, CON x -20C degrees cold, CON x 20C heat, and CON x2 gravity. Swim at 100% normally and can reach a depth of CON x1 metres. Swim rate is MR x2. Hold breath for x2 the normal rate. |
| Whale | Swim at 100% normally and can reach a depth of CON x10 metres. Swim rate is MR x2. Hold breath for x2 the normal rate. The character's skin AC drops by 5, and increases by 10 per CON. |
| Wombat | The hero can travel swiftly through the earth by burrowing a tunnel at his normal land movement rate. The hero's teeth have a STR equal to five times his hand's STR allowing him to bite through some materials. His teeth also have an HPs equal to twice his own. |
| 5 points to buy this power. +1 more animal the character can mimic each time rebought. | |
|
ARMOUR |
| The character can create a complete
body covering of a super hardened bone substance which can be extended
and retracted as desired. It has an AC of 5 -1 per character's CON, and an HPs equal to the
character's CON x100. The character has enough air to last his CON x1
minute, +1 minute per level. It can withstand the vacuum of space, deep
water up to CON x100 fathoms, CON x100 rads, CON x -100C degrees
cold, CON x 100C heat, and CON x10 gravity.
10 points to buy this at with the base rates. +100 HPs, +100 fathoms, +100 rads, -100C cold, +100C heat, and +10 gravity each time rebought. |
|
ATTRIBUTE LEECH |
| You can temporarily drain attribute
points from any one person within INT x1 metre radius and add them to
your own (this does include HPs). However the points can only be
transferred between the same attributes.
eg. The hero has 18 STR,
victim has 15 STR and 10 CHA. The hero could drain up to 17 STR and add it
to his own giving him 35 STR. However he cant add the CHA points to his
STR, although he can add the victim's CHA to his CHA. 10 points to buy this and leech 1 victim. +1 victim each time rebought. |
|
CHEMICAL SECRETION |
|
The character's body is capable of synthesizing drugs of any kind from simple aspirins to heroin and secreting it from his body. The sweat can be licked directly or collected and put into a jar. Each level the character gains victims are an additional -1 to save against the drugs he secretes (eg. at 3rd level victims are -3 to save). The character can secrete up to 1 litre per INT per day per level. 5 points to buy this power. +1 litre each time rebought. |
|
COSTUME CHANGE |
|
This character has the ability to summon any clothing he wants and exchange it with whatever he is currently wearing. The garments must either come from a predetermined location or from somewhere within his line of sight. He can summon 1 garment per 5 INT. 5 points to buy this power. +1 garment each time rebought. |
|
DENSITY MANIPULATION |
|
The ability to increase or reduce the mass of organic and inorganic matter. The character can affect himself or anything within his line of sight lasting until his concentration is broken. He can increase or decrease weight by 45kgs per melee, +5kgs per level up to a max of 1 ton per level. Every additional 45kgs adds +20 HPs and +D4 damage, but organisms are unable to move once they reach 360kgs. At less than 1kg weight he can glide at 30kph. 10 points to buy this power. +5kgs affected each time rebought. |
|
DIMINUTIVE |
|
This is the ability to get a lot smaller. When reducing size mass is not compressed into the reduced stature. Rather the mass is somehow extended into an extraphysical dimension from which the mass is later reclaimed automatically once size is increased. Size can be reduced by 10% per INT. This can then be reduced by a further 10% per level. MR changes from metres per minute to centimetres per minute. If the character retains his mass then only MR reduced as above (all else remains same). If taken twice then gain Atomic Shrinkage which allows you to reduce the size of your atoms, thus reducing overall size and mass. Strength and HPs remains proportional to the hero’s current size. This is the only form that enables the hero to reach a microverse. While this is the most popular form of Shrinking, it has a potentially deadly disadvantage. As the hero’s atoms shrink they can no longer interact with other, normal size atoms. As a result the hero cannot breathe, drink, or eat normal-size matter. Fortunately the power envelops the hero with an aura that temporarily reduces all atoms to be consumed. 10 points to buy this power. +10 to buy atomic shrinkage. It cannot be rebought beyond this. |
|
ELONGATION |
|
The ability to make your body elastic and malleable enabling distortion and elongation. Neck and fingers can extend by 20
centimetres per INT, +20 centimetres per level. Kinetic attacks,
collisions, explosions and falls only do half damage.
10 points to buy this power.
Can increase each elongation by +50% each time rebought. |
|
ENLARGE |
|
The ability to increase one's size and mass. This process requires the rapid acquisition of bodily mass from an extra-dimensional source. This extra dimensional mass fortifies all the cellular tissue, including bones and muscles enabling him to support his increased weight and giving additional strength. +4 CON. Can grow +10% per INT. Increase HPs +20, STR +1, MR +1, and weight +22.5kgs for every extra 10% of height. 10 point to buy this at +10% per INT. +10 points for each additional +10% per INT. Thus bought twice = +20% per INT. |
|
FRICTION CONTROL |
| This is the ability to eliminate traction on any part of
the character's body. On his
feet he can slide over almost any surface at a speed of 30kph, +5kph
per level. He is also very difficult to catch or hold on to due to his
slippery aura. +4 to any evasion rolls.
5 points to buy this at 30kph speed. +5kph each time rebought, with a maximum speed of 100kph. |
|
GRAFT OTHERS |
| The hero can psionically
operate on, dissect, rearrange, and perform transplants without the need
for normal medical techniques to ensure success. No matter how crude the
conditions in which the operation is performed or how messy it proves to
be, the subject's life force is preserved. There is no major blood loss
nor will the body reject any transplants. This power even permits the
character to perform acts beyond current medical science, like brain
transplants.
10 points to buy this power. It cannot not be rebought. |
|
GRAFT SELF |
| The hero has the grotesque
power to rearrange and perform transplants on his own organs and limbs.
As before the hero's own life force is preserved. There is no major
blood loss nor is there any need for recuperation. He can replace his
hands, feet, arms, legs, eyes, ears, nose, etc with those of other life
forms (even aliens) and take on the skills, abilities and powers of the
being to whom the parts belonged. The hero can also add additional parts
which normally he normally wouldn't possess such as wings, prehensile
tail, etc.
10 points to buy this power. It cannot not be rebought. |
|
HARM |
|
With this power either one super ability or hand strikes used by the character do damage to beings considered to be normally invulnerable to such, even supernatural creatures or cosmic beings. 10 points to buy this power. It cannot not be rebought. |
|
INCREASE/DECREASE |
|
For 1 minute per 3 INT(+1 minute per level) the character can double or halve either the range or damage of his own powers or anyone that he can touch or see. 5 points to buy this power. +1 minute each time rebought. |
|
INFECTIOUS |
| The character can carry
and transmit
any existing non lethal disease via skin contact. As a side effect he is also
completely immune to all diseases.
10 points to buy this power. Can also carry lethal viruses if rebought. |
| INSECT MIMICRY | |
| The power to totemically draw on
certain abilities from insects for
a temporary
duration. Each animal ability lasts only so long as an insect remains
within his line of sight or a 1 metre radius per INT, +2 metres per
level. Can copy the abilities of 1 different insect per 5 INT
at the same
time, +1 insect per level. If there are more different insects present
than can copy then may choose which abilities he copies.
Some examples of abilities follow below; |
|
| Ant |
Can climb any surface at one third the normal running MR (except loose rocks, ice or any other slippery surface). The hero's teeth have a STR equal to five times his hand's STR allowing him to bite through some materials. His teeth also have an HPs equal to twice his own. |
| Beetle |
The character can create a complete body covering of a super hardened chitinous substance which can be extended and retracted as desired. It has an AR of 10 and HPs equal to the character's CON x20. The character has enough air to last his CON x1 minute. It can withstand the vacuum of space, deep water up to x20 fathoms, CON x20 rads, CON x -20C degrees cold, CON x 20C heat, and CON x2 gravity. STR +8, carry and lift x2 normal. |
| Fly | Can glide at INT
x2kph speed, +2kph per
level with sufficient wind.
Also he can literally see what's behind him. +5 Initiative. Can also see small objects clearer. |
| Mantis | The character's hands and arms are razor sharp. When performing a chopping or slicing motion he does 3D6 + STR damage per hand/arm, +1 per level. He can also leap at double normal range. |
| Moth |
The character can manipulate any fabric material within sight. He can physically rearrange it, stretch it, unravel it or constrict it around the wearer. He can also glide at INT x2kph speed, +2kph per level with sufficient wind. |
| Scorpion |
Can climb any surface at
one third the normal running MR (except loose rocks, ice or any other
slippery surface).
The character's fingernails allows him to scratch a victim and inject a deadly toxin which will kill the victim on a failed save. If the save is successful then the victim suffers 4D6 damage. |
| Wasp |
Can glide at INT
x2kph speed, +2kph per
level with sufficient wind.
The character's fingernails allows him to scratch a victim and inject a mild toxin which will paralyse the victim on a failed save. If the save is successful then the victim suffers D6 damage. Victims will be paralyse for 1 melee per INT, and induce shock/coma unless save. |
| 5 points to buy this power. +1 more insect the character can mimic each time rebought. | |
|
MANIPULATE ATTRIBUTES |
| This is the startling
ability to temporarily rearrange the points between any of your
attributes. For example you may have a STR 15 and INT 10. You are under
mental attack and so in order to increase your Psi save you decrease
your STR to 10 and increase your INT to 15. In effect you shifted 5 points
from your STR to INT. Or using the same example you could reduce your
INT to 5 to increase your STR to 20 for one blow. You may do this once per
turn per level.
5 points to buy this power. It cannot be rebought. |
|
MANIPULATE WRITING |
| This power allows the
character to alter the script of a magical, electronic or mundane nature
from any surface it is inscribed on that he can touch or see. He can even add his own material.
Finally he can simply erase the script altogether.
5 points to buy this power. It cannot be rebought. |
|
METAMORPH AIR |
|
|
The ability to turn into a being of gas. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his gas and replacing it with a corresponding amount of gas. His mind remains in this dimension to control the gas parcel which has taken the place of his body. He can change into 1 of the gas forms below per 2 INT. While in any of these forms; 1) He has no HPs, and gives no heat signature. He can move through the tiniest crack or space, and is immune to all gases. 2) He can
move at MR x3kph, rotate at MR x5kph and spread out over an area of INT x2 metre radius. |
|
| Type | Effect |
| Ammonia | Sterilize area of any bacteria. |
|
Argon |
Coats and renders inert any volatile substances but also gives off a blinding glow. |
| Carbon Dioxide | Removes all Oxygen from the area. |
| Carbon Monoxide | Lower temperature by 10C per 2 INT per round, +10C per level. |
| Chlorine | Purifies water. |
| Helium | Allows balloons to float but will not ignite. Can alter a person's voice but in too large a quantity can asphyxiate. |
| Hydrogen | Can be ignited for use in welding. |
| Nitrogen | Raise temperature by 10C per 2 INT per round, +10C per level. |
| Oxygen | Required by most organics. |
| Radon | Inflict 1 rad per INT per round, +1 per level. |
| Sulphur Dioxide | Death within 6 rounds unless get hospital treatment. |
| 10 points to buy this power. +5 points for each additional form. Aerialkinesis, Emission Aerokinetic and Aerokinetic Deflection may be bought at half price. | |
|
METAMORPH ANIMAL |
|
This is the ability to transform into 1 animal type per 2 INT while retaining one's own memories, powers and attributes. Requires 1 action to transform. 10 points to buy 1 animal form per 2 INT. +5 points for each additional form. Animal Mimicry may be bought at half price. |
|
METAMORPH CARTOON |
| This
power turns the character into a cartoon.
While in this form; 1) The character can make his body elastic and malleable enabling distortion and elongation. +80 HPs, AR 10, +6 CON and DEX. Neck and fingers can extend by 2 centimetres per INT, +2 per level. Arms can extend by 3 centimetres per INT, +3 per level. Legs can extend by 5 centimetres per INT, +5 per level. The body can extend by 10 centimetres per INT, +10 per level. Flatten to –1 Take no damage from HTH attacks, collisions, explosions and falls. Kinetic attacks do half damage. 2) The character can alter distance and perspective at will. For instance he can step down from the top of a building just like stepping off of the street and on to a curb. If someone falls off a building, he can reach out and catch the victim as if he was standing right next to him. He can step over a mile wide chasm as if it were only an inch wide. 3) Finally he can buy joke items from a novelty trick store and have them really work. For instance a joybuzzer will actually shock someone for D4 damage, X-Ray Glasses will work like the minor power, etc. 10 points to buy this power. +5 points to buy each additional ability. None of these abilities may be rebought. |
|
METAMORPH COPPER |
|
The ability to turn into a being of living copper. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his energy and replacing it with a corresponding amount of inorganic matter. His mind remains in this dimension to control the energy parcel which has taken the place of his body. While in this form; AC 4, +100 HPs per INT, and STR +4 for every additional 100 HPs. Immune to all electrical attacks. Susceptible to rust. Radiates no heat, is immune to hold, cold, heat and normal fires. Armour piercing projectiles do one third damage. Explosions, energy, and solar powers do half damage. Physical attacks must do STR 20+ in damage, otherwise have no effect. 10 points to buy this. It cannot be rebought. |
|
METAMORPH DIAMOND |
| The ability to transform all or
part of one's body into a being of living
Diamond. The mind continues to function in
an astral form even when the head is converted.
While in this form; +150 HPs per INT, AC 2, STR +6 for every additional 100 HPs. Radiate no heat. Are immune to hold, cold, heat and normal fires. Armour piercing projectiles, explosions, electrical, energy, fire and solar powers do half damage. Physical attacks must do STR 19+ in damage otherwise have no effect. Energy attacks bounce off and strike another target. 10 points to buy this power. This cannot be rebought. |
|
METAMORPH DINOSAUR |
|
|
This is the ability to transform into 1 dinosaur type per 2 INT while retaining one's own memories, powers and attributes. Requires 1 action to transform. Form refers to what the character gains when transformed. Examples follow below; |
|
| Anklyosaur | Herbivore. Armoured body
with club like tail, and spiky horns decorating its entire body. It
lived during the Upper Cretaceous.
Form: 4.5 metre length, AC 0, +450 HPs, tail does D20 x2. |
| Apatosaur | Herbivore. Formerly known
as Brontosaurus, it was originally believed to be sluggish, slow, and
not very bright. Now it is believed they travelled long distances in
packs like elephants, keeping the younger ones in the centre of the herd
for protection. When attacked they may have raised up on hind legs,
slashing with their tail and using their massive forelimbs as weapons.
Long necked, long tailed body with a long low skull. Their hind limbs
were longer and more powerful than their fore limbs. It lived during the
Late Jurassic.
Form: 21 metres length x4.5 metres height, AC 5, +250 HPs, tail does D20. |
|
Brachiosaur |
Herbivore. One of the
largest dinosaurs. It had longer fore limbs than hind limbs, much like a
modern giraffe. It used its incredibly long neck to feed on the tops of
trees. Its nostrils were located on a high bump on its head above the
eyes. It lived during the late Jurassic.
Form: 12 metre height x27 metre length, AC 4, +350 HPs, 70kph, tail does D20. |
| Compsognathus | Carnivore. These tiny
hunters were bipedal, with a very long tail, and a long, flexible neck.
It lived during the Late Jurassic.
Form: 60 centimetres height, AC 9, +10 HPs, 30kph, claws do D6. |
| Deinonychus | Carnivore. Large brained,
light weight hunter designed for speed and agility. It ran upright and
hunted both alone and in packs. It had strong forelimbs ending with
grasping hands tipped with curved claws. Its muscular hind limbs ended
with a nasty 5" long scythe like claw on each foot. Its tail was
stiffened with bony rods to use as a counterweight for balance. It lived
during the Early Cretaceous.
Form: 3.9 metre length, AC 4, +90 HPs, 200kph, teeth do 3D10, claws do 5D10. |
| Gallimimus | Carnivore? A fast
Ostrich-like runner. Exactly what they ate remains unknown, but most
likely consisted of small lizards and insects. It lived during the Late
Cretaceous.
Form: 3.9 metre height, AC 9, +30 HPs, 240kph. |
| Icthyosaur | Carnivore. Ichthyosaurs
swam in the Mesozoic ocean when dinosaurs walked on land. To be precise,
they appeared slightly earlier than dinosaurs and disappeared again
earlier.
Form: 1 metre height x12 metre length, AC 4, +120 HPs, 300 knots, teeth do D100. |
| Pterodactyl | Carnivore. This flying
predator fed mainly on fish and lived during the Upper Cretaceous.
Form: 8 metre length, AC 7, +80 HPs, 350kph flight, beak does 5D4. |
| Stegosaurus | Herbivore. A quadruped with
a huge body and tiny sloping head. It is known mainly for its row of
plates that grew along its spine from head to tail. Its only defence was
the row of sharp spikes on its tail. It lived during the Late Jurassic
period.
Form: 10 metre length, AC 0, +200 HPs, 30kph, tail spikes do D12 x10 each. |
| Triceratops | Herbivore. The largest and
heaviest horned dinosaur. Its horns reached 4' or more in length. Two
horns grew from above the eyes, with a third shorter horn on the nose.
It also had a large, solid bone frill on its head. It lived during the
Late Cretaceous.
Form: 11 metres length, AC 2, +120 HPs, 40kph, three 1 metre horns doing D20 x10 each. |
| Tyrannosaur | Carnivore. The most famous
of all carnivorous dinosaurs. It had a 4' skull with massively powerful
jaws. It may have hunted in packs, though some scientists speculate it
may have moved too slowly to be an effective hunter, eating carrion
instead. It lived during the Late Cretaceous.
Form: 15 metre height, AC 5, +150 HPs, 60kph, teeth do D10 x100. |
| Velociraptor | Carnivore. A small, but
powerful, bipedal hunter like its larger cousin Deinonychus. It had a
large brain, and its muscular hind limbs were each tipped with a large
sickle-like claw, making it an extremely dangerous predator. It lived
during the Late Cretaceous.
Form: 2.1 metre height, AC 9, +75 HPs, 250kph, teeth do 2D10, claws do 4D10 each. |
| 10 points to buy this power. +5 points for each additional form. | |
|
METAMORPH DRAGON |
|
| This is the ability to transform into 1 dragon type per 2 INT while retaining one's own memories, powers and attributes. Requires 1 action to transform. Form refers to what the character gains when transformed. | |
| Black | Carnivore. Armoured body
with club like tail. Can expel acid from his mouth (same as Acid
Emission power). Are immune to acid.
Form: 15 metre length, AC 3, +300 HPs, 40 kph, tail does D20, teeth do D8 x100. |
| Blue | Carnivore. Armoured body
with club like tail. Can expel bio-energy from his mouth drawing on his own HPs to do damage directly to the HPs
of any victim in the line of sight.
These recover at 3D4 per hour but only when used in this manner. Damage
of 2 per HP, +1 per level. Are immune to bio-energy attacks.
Form: 12 metre length, AC 2, +250 HPs, 40 kph, tail does D20, teeth do D6 x100. |
| Brass | Carnivore. Armoured body
with club like tail.
Can fire cryogenic liquid from his mouth (the liquid will hang on a
target for D4 melees and cause 1 damage per CON +50% per level each melee unless the victim takes two attacks to shake it off
with no dodges or any other actions during that time). Are immune to cold
attacks.
Form: 10 metre length, AC 0, +200 HPs, 40 kph, tail does D20 x2, teeth do D4 x100. |
| Bronze | Carnivore. Armoured bronze
body with club like tail. Can expel electrical bolts from its mouth
(same as Electrical Emission power). Are immune to electrical
attacks.
Form: 15 metre length, AC 0, +300 HPs, 40 kph, tail does D20 x2, teeth do D8 x100. |
| Copper | Carnivore. Armoured body
with club like tail. Can expel explosive spheres from his mouth (same as
Bomb Emission power). Are immune to explosions.
Form: 12 metre length, AC 1, +250 HPs, 40 kph, tail does D20 x2, teeth do D6 x100. |
| Gold | Herbivore. Armoured gold
body with club like tail. Can expel fireballs from his mouth (same as
Fire Emission power). Immune to fire and heat
attacks.
Form: 20 metre length, AC 2, +450 HPs, 40 kph, tail does D20, teeth do D20 x100. |
| Green | Carnivore. Armoured body
with club like tail. Can expel toxic gas from his mouth (same as Poison
Breath power). Are immune to poisons and toxins.
Form: 17 metre length, AC 0, +350 HPs, 40 kph, tail does D20, teeth do D10 x100. |
| Platinum | Carnivore. Armoured
platinum body with club like tail, and spiky horns on the end. Can emit
sonic blasts from his mouth (same as Sonic Emission power). Are immune to sonic attacks.
Form: 18 metre length, AC 0, +400 HPs, 40 kph, tail does D20 x2 and spikes do D12 x10 each, teeth do D12 x100. |
| Red | Carnivore. Armoured body
with club like tail, and spiky horns on the end. Can expel radiation
from his mouth (same as Solar Emission power).
Are immune to radiation
and heat.
Form: 20 metre length, AC 0, +450 HPs, 40 kph, tail does D20 and spikes do D12 x10 each, teeth do D20 x100. |
| Silver | Carnivore. Armoured silver
body with club like tail. Can expel ice shards from his mouth (same as
Ice Emission power). Are immune to ice and cold
attacks.
Form: 17 metre length, AC 0, +350 HPs, 40 kph, tail does D20, teeth do D10 x100. |
| White | Carnivore. Armoured body
with club like tail, and spiky horns decorating its entire body. Can
radiate light (same as Glow power). Are immune to flare attacks.
Form: 10 metre length, AC 3, +400 HPs, 40 kph, tail does D20, teeth do D4 x100. |
| 10 points to buy one dragon form. +15 points for each additional form. | |
|
METAMORPH EARTH |
|
The ability to transform all or part of one's body into a being of living stone. Through conscious effort can affect the degrees of molecular cohesion between the numerous adjoining surfaces of his particles right down to the individual grains. The mind continues to function in an astral form even when the head is converted or the brain dispersed. While in this form gain; 1) +60 HPs per INT. STR +2 for every additional 100 HPs. Immune to paralysis/stun, cold, heat, fire, gas and radiation. Armour piercing projectiles do one third damage. Explosions, energy, fire, solar and electrical powers do half damage. Radiates no heat. 2) Can draw on any body of sand, dirt or
mud to increase size and mass. 3) Can cast off 1 mud ball per 4 INT once per round which does 1 point of damage. 4) Can also cast off dirt to encase an object in a 2 metre radius per INT (+3 metres per level), with up to 10 HPs per INT (+10 HPs per level). May be used to encase objects, limbs or the entire body. 10 points to buy the Earth Form. +5 points to buy each additional ability. None of these abilities may be rebought. Terrakinesis, Deflection Terrakinetic, and Field Matter may be bought at half price. |
|
METAMORPH ELECTRICAL |
|
The ability to turn into living electricity. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his energy and replacing it with a corresponding amount of energy. His mind remains in this dimension to control the energy parcel which has taken the place of his body. While in this charged form gain; 1) +20 HPs per INT. Anyone touching him or that he touches takes up to 1000 volts per level. Take half damage from fire and lasers but x2 damage from water attacks. He is immune to any electrical attacks, including magical. 2) Can travel along any conductible material that touch as an electrical bolt at a rate of 1 metre per INT per second, +1 metre per level. 10 points to buy the Electrical Form. +5 points to buy Transmission. None of these may be rebought.Electrokinesis, Electrical Emission and Electrical Field may all be bought at half price. |
|
METAMORPH ELECTROMAGNETISM |
|
The ability to turn into living electromagnetic energy. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his energy and replacing it with a corresponding amount of energy. His mind remains in this dimension to control the energy parcel which has taken the place of his body. While in this charged form gain; 1) +20 HPs per INT. Anyone touching him or that he touches takes up to 100 volts per level. Take half damage from fire and lasers but x2 damage from water attacks. Is immune to any electrical or magnetic attacks, including magical. 2) Can travel along any radio or microwaves at a rate of 1 metre per INT per second, +1 metre per level. The hero can carry an additional weight of +10kgs per INT. 3) The character has the ability to interrupt or stimulate the flow of electrical energy. Any appliance, switch, weapon, computer, vehicle or robot that he touches can be affected. The duration of this effect lasts as long as the character concentrates, (-2 on initiative and the loss of one melee action while in use). The flow of energy can be completely interrupted or boosted by up to 5% per INT. 4) It is possible to distort all or selected radio frequencies within 1 metre per INT of the character. The affected targets are unable to send or receive recognizable radio signals. On the flip side, the character can also boost the range of a single radio transmitter by 5% per INT. He can 'hear' and potentially 'see' any transmitted information that passes through his sphere of effect, and if either the transmitter or a receiver is nearby, he can transmit his own images and sounds. With this he can blank out all communication devices except those of his allies, and speak through any radio device within range. He also can sense the general location of any transmitters. 5) With a range of line of sight the character has the ability to see most of the EM spectrum. This includes standard visible light, infrared, ultraviolet, power waves (can see if machines are turned on/have an energy flow), radio waves (can actually see radio signals, transmissions, and receptions), and higher forms of EM energy like X-rays and gamma rays (so he can see areas and beings of radiation). Through a simple wall or door the character can also see living creatures - he can pick them out by their body heat and neuroelectric activity. Any obstacle thicker than about 12 inches, made out of metal, or that has a large number of wires carrying electricity within it will be impossible to see through. 10 points to buy the Electromagnetic Form. +5 points to buy each additional ability. None of these may be rebought.+3 metres to Radio Frequency Manipulation each time rebought. Thus bought twice = <INT x1> +3kph. Electrical E mission, Electrical Field and Electrokinesis may be bought at half price. |
|
METAMORPH FIRE |
|
|
The ability to turn into a being of fiery plasma. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his energy and replacing it with a corresponding amount of energy. His mind remains in this dimension to control the plasma parcel which has taken the place of his body. While in this plasma form; 1) +20 HPs per INT. Anyone touching him or that he touches takes up to D4 per level. Take half damage from solar attacks but intense cold, chemicals or water have a 50% chance of dowsing his flame for 2D4 melees. Are immune to any heat or fire based attacks (including magical). 2) Can radiate heat from his form over one metre per 2 INT radius (+2 metres per level), at a rate of 10C per INT per round, +10 per level. See table below for effects. 3) Can perform a supernova discharge of
fiery energy much like a dying sun; The character requires one day per 1000 points of damage expended to recover any of his fire powers. 10 points to buy the Flame Form. +5 points to buy each additional ability. None of these may be rebought.Flame Emission, Field Fire and Pyrokinesis may be bought at half price. |
|
| Temp | Effect |
| 310C | Discomfort. Shortness of breath. Sweating. |
| 400C | Blurry vision. Breathing is difficult. 50% chance of fainting every 8 minutes. -1 thaco. |
| 500C | Can’t open eyes. 80% chance of fainting every minute. D6 damage every 2 rounds. -3 thaco. |
| 1100C | Blind while in the area. 80% chance of fainting every 30 seconds. 2D6 damage per round. Can’t do anything. |
| 1500C | Unbearable pain. Can’t breathe. 90% chance of fainting per round. 3D6 damage per round. Anything combustible ignites in 4 rounds. |
| Humidity Game Effects | |
| The body attempts to maintain a constant temperature of 37°C at all times. In hot weather, the body produces sweat, which cools the body as it evaporates. As the humidity or the moisture content in the air increases, sweat does not evaporate as readily. Sweat evaporation stops entirely when the relative humidity reaches about 90 percent. Under these circumstances, the body temperature rises and may cause illness. | |
| Humidity | Effect |
| 50-59% | 30°C to 36°C; Heat rash, or prickly heat, occurs when blocked sweat glands become inflamed. This painful rash reduces the body's ability to sweat and to tolerate heat. -1 on thaco and skill rolls. |
| 60-69% | 37°C to 39°C; Heat cramps are painful spasms of the muscles. The muscles used in doing the work are most susceptible. The spasms are caused by the failure of the body to replace its lost body salts and usually occur after heavy sweating usually in the leg or abdomen muscles. -2 on thaco and skill rolls. |
| 70-89% | 40°C to 45°C; Heat exhaustion results when the body loses large amounts of fluid by sweating during work in hot environments. The skin becomes cool and clammy. Symptoms include profuse sweating, weakness, dizziness, nausea, and headaches. The pulse becomes weak. Fainting and vomiting accompanies heat exhaustion. -5 on thaco and skill rolls. |
| Over 90% | Over 45°C; Heatstroke is the most serious condition and requires immediate medical attention. The body stops sweating, and its temperature becomes very high (even exceeding 41°C). Symptoms include hot and dry skin, and can progress to delirium, convulsions, coma and death. Unconsciousness is possible. No bonuses maybe used with combat rolls, -10 on skill rolls. |
| Other Heat Effects | |
| Extreme heat
reduces INT thinking ability by -1 point per 10C over 400C
when in direct exposure. Thermal and Infravision are useless once the temperature reaches over 50°C due to all the thermal drafts in the air and over 80% humidity due to all the moisture in the air. Water boils at 1000C causing steam within the immediate area and reducing visibility to 15 metres or less. |
|
|
METAMORPH ICE |
|
|
This is the ability to lower one's external and internal body temperature, projecting intense coldness from the body. The character can mentally override his hypothalamus to allow his body temperature to be lowered by an unknown internal mechanism. This ability converts the latent thermal energies in and around his body into an unknown form of energy that is efficiently dissipated. His body tissues are unaffected by subzero temperatures. He in effect can transform all or part his body into a being of living ice. The mind continues to function in an astral form even when the head is converted. While in this form; 1) +40 HPs per INT. STR +1 for every additional 100 HPs. Anyone touching him or that he touches takes up to D4 per level in frostbite damage. He gives no heat signature and is totally immune to cold. Explosives, fire and heat do half damage while energy attacks bouncing off. 2) Can radiate cold from his form over one metre per 2 INT radius (+2 metres per level), at a rate of 10C per INT per round, -10 per level. See table below for effects. 3) Can encase an object in ice by touching it. He can affect a 2 metre radius per INT (+3 metres per level), with up to 10 HPs per INT (+10 HPs per level). May be used to encase objects, limbs or the entire body. 10 points to buy the Ice Form. +5 points to buy each additional ability. None of these may be rebought. |
|
| Temp | Effect |
| 00C | Shivering. Uncomfortable. |
| -100C | Rasped breathing. D4 damage per minute. 50% chance of fainting every 8 minutes. -1 strike, dodge, etc. |
| -300C | Eyes half shut. 70% chance of fainting every minute. D6 damage every 2 rounds. -3 to strike, dodge, etc. |
| -500C | Can’t open eyes. 80% chance of fainting every minute. D10 damage every 2 rounds. -5 and –50% to do anything. |
| -750C | Breathing slow. Can’t move. 90% chance of fainting per round. 2D6 damage per round. cant do anything. |
| For every
10C below -300C reduce DEX and INT by 1. Reduce temperature by an additional -200C if wet, and -10C for every 1kph of wind speed. Treat normal clothes as reducing the effects of cold by +10C, heavy clothes +20C, a parka +30C, winter garments +40C, military winter garments +60C, and eskimo clothing +100C. |
|
| METAMORPH INSECT |
| This
is the ability to transform into any 1 insect form per 2 WIS while
retaining one's own memories, powers and attributes (eg. WIS 11 = 5
forms). +1 form per level.
5 points to buy 1 insect form per 2 WIS. +5 points for an additional equal amount of forms. |
|
METAMORPH IRON |
|
The ability to turn into a being of living iron. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his energy and replacing it with a corresponding amount of inorganic matter. His mind remains in this dimension to control the energy parcel which has taken the place of his body. While in this form; AC 3. +80 HPs per INT. STR +3 for every additional 100 HPs. Susceptible to rust. Radiates no heat. Is immune to all fire attacks, paralysis/stun, cold, and heat. Armour piercing projectiles do one third damage. Explosions, thermonuclear, energy, and solar powers do half damage. Electrical and magnetic effects are doubled. Physical attacks must do STR 20+ in damage, otherwise have no effect. Iron is also lethal against certain supernatural beings and can be disruptive to magic. 10 points to buy this. It cannot be rebought. |
|
METAMORPH LEAD |
|
The ability to turn into a being of living lead. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his energy and replacing it with a corresponding amount of inorganic matter. His mind remains in this dimension to control the energy parcel which has taken the place of his body. While in this form; AC 6. +120 HPs per INT. STR +4 for every additional 100 HPs. Immune to magnetic attacks and forces. Physical attacks must do STR 17+ in damage, otherwise have no effect. X-rays and radiation wont penetrate lead. Radiates no heat, is immune to paralysis/stun, cold, heat and normal fires. Armour piercing projectiles do one third damage. Explosions, thermonuclear, energy, and solar powers do half damage. 10 points to buy this. It cannot be rebought. |
|
METAMORPH LIGHT |
|
The ability to turn into a being of pure light. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his energy and replacing it with a corresponding amount of energy. His mind remains in this dimension to control the energy parcel which has taken the place of his body. While in this light form; 1) +10 HPs per INT. Immune to radiation, gases, toxins, laser beams and ion blasts. Explosions do half damage. Physical attacks (arrows, bullets, people, swords, etc) pass right through him. Nuclear explosions will dissipate the character killing him. Heat (including plasma), cold and water based attacks (tech, magical, psi, etc) all do half damage. He must touch or pass through a victim to do damage. 2) In any of his energy forms he can fly at 2.997925 x 108metres per second. The different forms include cosmic rays, electromagnetism, gamma rays, infrared, microwaves, photons, protons, solar particles, ultraviolet and xrays. 3) While transformed the character has negligible weight, so gravity or weight manipulation powers are useless against him. Photons (particles of light) are pretty much the only massless structure in the universe. 4) When transformed he can see and distinguish all the different energy types, equal to normal sight range. 10 points to buy this power. It cannot be rebought.Light Emission and Field may be bought at half price. |
|
METAMORPH LIQUID |
|
The ability to bodily transform whole or in part into a watery liquid substance of unknown composition. While in this state his consciousness can control every droplet that comprises his body. The mind continues to function in an astral form even when the head is converted into liquid or dispersed. While in this form; 1) He radiates no heat. Physical attacks, gases and explosions do no damage but electricity does double. He is immune to any liquid attacks including corrosive, toxic and magical. 2) Can draw on other water and add it to his own mass increasing in size. Punch does +D6 per square metre and he gains +10 HPs per square metre. Can merge with any liquid and become undetectable (except for psi scan). Can also slip through cracks, keyholes, etc. 10 points to buy this power. It cannot be rebought.Hydrokinesis, Emission and Field Hydrokinetic may be bought at half price. |
|
METAMORPH LIQUID METAL |
| This allows
the character to turn part or all of his body into a semi-thick shiny
molten metal liquid. The mind continues
to function in an astral form even when the head is converted or
dispersed.
While in this form gain; 1)
+40 HPs per INT, +2 STR for each additional 100
HPs. Radiate no heat.
Physical attacks, gases and explosions do no damage. Immune to
paralysis/stun, cold, heat and normal fires. Explosions do ˝ damage
scattering the character. Electrical and magnetic effects are doubled. 2) Can draw on other metal and add it to
own mass increasing in size. Punches do +D6 per square metre and +10 HPs
per square metre. Can merge with any metal and become undetectable
(except for psi scan). Can also slip through cracks, keyholes, etc. 3) Finally he can fire a jet stream of liquid metal
doing STR damage +2D4, +D4 per level. Range of 9 metres +1 per level,
pushing victim back 1 metre per STR point greater than the victim’s. |
|
METAMORPH MAGMA |
| The ability to
transform all or part of one's body into a being of living,
molten rock. Through conscious effort can
affect the degrees of molecular cohesion between the numerous adjoining
surfaces of his particles right down to the individual grains. The mind
continues to function in an astral form even when the head is converted
into magma or the brain dispersed. Along
with increased strength and protection, the form also grants the
character the ability to manipulate stone and fire to a limited degree.
The character transforms into a glowing orange and red being with the
following abilities:
While in this form;
1) +450 HPs, STR and CON +8.
Physical attacks must do STR 19+ in damage, otherwise have no
effect. Normal projectiles melt before striking the character and do no
damage. Electricity, energy and explosions do half damage. Immune to
fire, heat, magma and all gases. 2) Can sense the presence of nearby geothermal events or intrusions, and
pinpoint them in space and time. 3) The character can make
himself unstable allowing any physical attack to ooze through. He can
then harden around it if desired trapping an attacker's limb. Can
also melt into an existing pocket of lava or magma, merging with the
substance and travelling through it or hiding within it. As a mode of
travel, it is slow and difficult, and consists of following the lava
down the tubes into the mantle, and back up again through the crust and
onto the surface. A 5 km run becomes an epic 70 km journey. However it
is not expected and if given time can enable a character to reach
places no one would suspect. As a means of hiding or evading, it is
unparalleled. Few people draw close enough to a magma intrusion to get a
good look anyway, and the character is virtually invisible within the
mix. Characters can move through magma at one third of their MR. 3) Can generate 30C
per INT per melee in both hands doing 10D10 damage to anything held onto for 1
round. This will melt most objects, boil water, etc. 4) The
character can summon up anywhere within sight a cylinder of magma to erupt from the earth,
cooling and spreading to form a volcano. The size depends on the level
of the character: height is 1 metre per 5 INT +3 metres per level, width is
1 metre per 7 INT +1.5 metres per
level. The magma jetting forth from the cone typically does D6 damage
per metre per round. It melts rock and plastics, sets fire to trees,
boils water away, etc. The volcano will last until the character dispels
it and drives it back underground. Careless magma characters will leave
these things lying around almost as a signature. Rather than a volcano,
the character can elect to make a lava tube erupt, crack in the earth
break open and leak magma, or whatever the character wishes, as long as
it falls within the dimensions and effects of the power. 5) Can radiate
heat from his form over
one metre per 2 INT
radius
(+2 metres per level), at a rate of 10C per INT
per round, +10
per level. See table below for effects. Use heat table under the Metamorph
Fire power for the effects of heat. |
|
METAMORPH MAGNETIC |
|
The ability to turn into a being of pure magnetism. The mind is unaffected by the electro magnetic forces. While in this form; 1) The character's aura deflects up to INT x10 HPs damage (+1 per level. Second level = INT x11) per round on anything that has at least 20% iron/steel composition. Further this aura has a physical HPs of 10 per INT (+10 per level. Second level = INT x10 +10). Explosions do half damage. Immune to any electrical or magnetic attacks. 2) He can attract and repel metal of up to up to 45kgs per INT (+5kgs per level. Second level = 50kgs per INT) on anything that has at least 20% iron/steel composition, up to a 50 metre radius +5 metres per level. Can be used to parry metal projectiles. Damage from hurled objects: 3) Can sense the presence of iron/steel within a 10 metre radius per INT, +6 metres per level. 4) It is possible to distort all or selected radio frequencies within a radius of INT x1 metre radius, +3 per level. Or boost the range of a single radio transmitter by 25%. 5) Within his normal sight range the character has the ability to see most of the EM spectrum. This includes standard visible light, infrared, ultraviolet, power waves (can see if machines are turned on/have an energy flow), radio waves (can actually see radio signals, transmissions, and receptions), and higher forms of EM energy like X-rays and gamma rays (so he can see areas and beings of radiation). 6) Can magnetize objects for 1 day per level requiring 1 round per kilogram. 10 points to buy the Magnetic Form. +1 aura and +10 field each time rebought. Thus bought twice would give aura INT x11 and field INT x10 +10.+5 points to buy Attract/Repel Metal with 45kgs per INT. +5kgs each time rebought.+5 points to buy Magnetize Objects for 1 day. +1 day each time rebought. +5 points to buy Radio Frequency Manipulation at INT x1 metre radius. +3 metres each time rebought. Thus bought twice = <INT x1> +3kph.+5 points to buy See Electromagnetic Energy. This may not be rebought. |
|
METAMORPH OTHERS |
| The ability to turn one person per
level into one other Metamorph type. Must choose which type when first select
this power, it cannot be altered later. The person is totally paralysed
while in this form though he remains alive. The effect lasts for one
hour per INT, +1 hour per level.
10 points to buy this power. +1 person each time rebought. |
|
METAMORPH PLANT |
| This power allows the
character to take on the genetic structure and general abilities of a
plant. The mind continues to function in an astral form.
While in plant form; 1) The character breathes through his entire body and is nearly impossible to smother. He heals x2 faster and can regrow any lost limbs within 24 hours, –1 hour per level. The character can absorb sunlight and minerals from the ground, allowing him to survive indefinitely without food as long as enough water is available. 2) AC 6. +10 HPs per INT. STR +1 for every additional 100 HPs. Physical attacks must do STR 17+ in damage, otherwise have no effect. Radiates no heat, is immune to paralysis/stun, and cold. Armour piercing projectiles do one third damage. Immune to paralysis/stun, cold, heat and normal fires. Heat and normal fires, explosions, thermonuclear, energy, and solar powers do double damage. 3) Can also absorb enough water in D4 hours to allow him to survive for 1 day per INT, + 1 day per level without so much as a sip. He automatically alters salt water into fresh water in his body. By concentrating he can release water through his hands for others' use. All stored water will be released when the he reverts back to human form.4) He can secrete a resin which causes a severe reaction on skin, causing a rash, severe itching, and watering eyes. Scratching the rash will only make it worse and will remain even after the goo is washed off, but will wear off in about 3 days, although there are several creams available that will neutralize the itching. While scratching, the hero loses 2 attacks per melee and is -3 to all combat rolls. 5) Finally when in a rural area he can blend into the surroundings and become 100% undetectable if stand still, 75% if move up to 1 metre per round, 50% if 2 metres per round, 25% if 4 metre per rounds and 0% if move any faster. 10 points to buy the Plant Form. +5 points to buy each additional ability. None of these can be rebought. |
|
METAMORPH RADIATION |
|
|
The ability to turn into a humanoid form of living radiation. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his energy and replacing it with a corresponding amount of energy. His mind remains in this dimension to control the energy parcel which has taken the place of his body. While in this form; 1) Gain +20 HPs per INT. Anyone touching or that touch takes up to D6 damage per 3 INT (+D6 per level) and D10 rads per INT (+D10 rads per level). He is immune to radiation, heat and lava. 2) He can absorb 10 rads per INT (+100 rads per level). If have Solar Emission the absorbed energy can then be added to the next attack. 3) He can detect radiation 5 metres per INT, +5 metres per level. 4) Finally he can radiate 10 rads per INT (+ 100 rads per level). 1 metre per 2 INT, +5 metres per level. 10 points to buy the Radiation Form. +5 points to buy each additional ability. Melt Object +1000C damage and +10 centimetres each time rebought. |
|
| Rads | Effects |
| 1-100 | Discomfort. |
| 101-149 | Nausea and vomiting for 1 hour. 50% chance of gaining anemia. 30% chance of gaining leukaemia after 3 months. |
| 150-599 | Nausea and vomiting for 1 day. 75% chance of gaining anemia. 50% chance of gaining leukaemia after 3 weeks. |
| 600-1000 | Nausea, vomiting, bloody diarrhoea and fever. Loss of hair in D10 days and loss of immune system in 12 +3D6 days. Gain anemia and leukaemia after 3 days. After 4 weeks go into coma for D10 days before dieing. |
| 4000-4999 | Physically crippled and die within D4 days. |
| 5000+ | Instant death. |
| Anemia | Loss of red cells. |
| Leukaemia | Loss of white cells (antibodies). |
| Maximum Rad Exposure | 8 rads per 13 weeks or 30 rads per year. No more than 25 rads in one dose. |
|
METAMORPH SHADOW |
|
The ability to transform all or part of one's body into a living shadow. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his form and replacing it with a corresponding amount of D'arqueness. His mind remains in this dimension to control the form which has taken the place of his body. Characters with this power have a connection to D'arque Lords but it is up to the GM to determine the nature of it. While in this form; 1) The character is invisible to heat, motion, and many other kinds of sensors. He weighs a mere 1/16th of his normal mass (or 1/4 of the shadow form mass) and can travel under doors, through cracks, etc. Gases and fumes do half damage, plus the character is immune to drugs that must be ingested or injected. In the 2-D form the character has 100% Stealth, but his speed is limited to half. The character can take himself and up to 100lbs of matter into the 2-D realm. Can merge with any size shadow becoming a part of it. However strong light (300 watts) will force him out of the shadow. 2) Has nightvision equal to normal vision. 3) Can create an area of darkness of 1 metre radius per INT (+5 metres per level) anywhere within his line of sight. If desired the player can focus this darkness around a single person and exert his will creating an unexplainable fear of the dark on the victim. He must make a saving throw vs. insanity or else he will be permanently afflicted with the phobia. Thereafter the victim will always suffer a -4 or -20% penalty (whichever applies) on all rolls whenever attempting to do anything in darkened conditions. 10 points to buy the Shadow Form. +5 points to buy each additional ability. Neither of these may be rebought. |
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METAMORPH SILVER |
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The ability to turn into a being of living silver. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his energy and replacing it with a corresponding amount of inorganic matter. His mind remains in this dimension to control the energy parcel which has taken the place of his body. While in this form; AC 5. +60 HPs per INT. STR +2 for every additional 100 HPs. Immune to magnetic attacks and forces. Lasers attacks reflect off. Physical attacks must do STR 17+ in damage, otherwise have no effect. Take normal damage from fire. Radiates no heat, is immune to paralysis/stun, cold, heat and normal fires. Armour piercing projectiles do one third damage. Explosions, thermonuclear, energy, and solar powers do half damage. Physical attacks must do STR 20+ in damage, otherwise have no effect. Silver is also lethal against certain supernatural beings particularly were-creatures. 10 points to buy this. It cannot be rebought. |
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METAMORPH SOUND |
| The ability to turn
into a humanoid form of living sound. This unique power allows the
character to actually adjust the aspects of everyday sound, so that they
function in the character’s favour.
While in this form; 1) The character is invisible to heat and sound sensors. He is immune to any sound based attacks and can even parry such attacks, deflecting the at his attacker or at another person. Against a character with the same major power, both will find their sound powers effectively negated. He can alternatively choose to alter his soundwave body's vibrations to a point where physical attacks pass through him. Gain +10 HPs per INT. 2) He can choose a particular sound, such as person’s footsteps, a voice, or even breathing, and increase its volume (to his ears only) so that it can be heard and located with ease. It takes a melee action to active this aspect of the power, but it does not require any concentration to maintain. Part of this power allows the character to increase his own hearing range by a factor of one per INT. 3) The character can actually put his hands or fingers to windows and some walls and hear any sounds or conversations on the other side. The sound waves are absorbed by the wall, channelled into the hands and translated within the brain. Further he can replay the sounds for anyone near him to hear. 4) He can absorb and dissipate all sound from within a one metre per INT radius surrounding the character. This means that no one (except the character) can hear anything. This makes sneak attacks a much easier reality. 5) Finally the character can alter the sound input for anyone in the radius of his influence, or for those he specifically targets. In essence, those who fall victim to this power will hear the sounds of the current area at varying pitches, lengths, tones, volumes, and rhythms. The effect is so disorienting, that all victims suffer a combat penalty of –6 to thaco for the before mentioned duration. 10 points to buy the Sonic Form. +5 points to buy each of the other abilities. None of these individual abilities may be rebought.Sonic Emission and Sonic Field may be bought at half price. |
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METAMORPH TAR |
| The ability to turn all
or part of one's body into living...um...tar. Through conscious effort
can affect the degrees of molecular cohesion between the numerous
adjoining surfaces of his particles right down to the individual grains.
The mind continues to function in an astral form even when the head is
converted or the brain dispersed.
While in this form; 1) AC 5,
30 HPs
per
INT, STR
+2 for every additional 100
HPs. 2) The character's body can temporarily become more liquid in nature. This state takes two melee actions to achieve and can last for one minute per level of experience. During this time, all physical attacks do no damage. The character can also draw objects and people into his body and trap them. Consider this an entangle attack with a +4 bonus. If trapped, victims are cut down to one attack and no combat bonuses. 3) The character can expunge a bolt of hot, sticky tar, with about double the impact of a punch. If targeted at a limb or the face, that particular part of the body is entangled (or blinded, in the case of eyes). The tar can also be used to stick doors shut and bond feet to floors. It has an effective STR of the INT attribute plus the character's level with a range of 20 metres +5 per level. 10 points to buy the Tar Form. +5 points to buy each additional ability. None of these may be rebought. |
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METAMORPH TIN |
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The ability to turn into a being of living tin. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his energy and replacing it with a corresponding amount of inorganic matter. His mind remains in this dimension to control the energy parcel which has taken the place of his body. While in this form; AC 6. +50 HPs per INT. STR +2 for every additional 100 HPs. Immune to corrosion and rust. Radiates no heat, is immune to paralysis/stun, cold, heat and normal fires. Armour piercing projectiles do one third damage. Explosions, thermonuclear, energy, and solar powers do half damage. Physical attacks must do STR 20+ in damage, otherwise have no effect. Double the effects from electrical and magnetic attacks. 10 points to buy this. It cannot be rebought. |
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METAMORPH TITANIUM |
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The ability to turn into a being of living titanium. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his energy and replacing it with a corresponding amount of inorganic matter. His mind remains in this dimension to control the energy parcel which has taken the place of his body. While in this form; AC 3. +70 HPs per INT. STR +3 for every additional 100 HPs. Immune to magnetic attacks and forces, corrosion, rust and infrared radiation. Suffers double damage from vibration attacks. Radiates no heat, is immune to paralysis/stun, cold, heat and normal fires. Armour piercing projectiles do one third damage. Explosions, thermonuclear, energy, and solar powers do half damage. Physical attacks must do STR 20+ in damage, otherwise have no effect. 10 points to buy this. It cannot be rebought. |
METAMORPH UNDEAD |
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Can become 1 pre-existing undead per 3 INT type at will (gaining all abilities and weaknesses while in this form), +1 per level. If the character is exposed to something which is a weakness for his undead form (i.e. sunlight, garlic, etc.), then he will revert back to his original form and take the appropriate damage for 1 melee. Note that upon death the character will become whatever undead he was last imitating permanently. This also has the side effect of granting immunity to all illnesses. 10 points to buy this power. It cannot be rebought. |
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METAMORPH VOID |
| The ability to turn
into a being of pure nothingness. The transformation is accomplished by
mentally shunting the matter of his body into the dimension from which
he draws his energy and replacing it with a corresponding amount of non
matter. His mind remains in this dimension to control the form which has
taken the place of his body.
The character has the ability to instantaneously alter atmospheric density by creating vacuum type voids. This can be used in several radically different ways. While in this form;1) Are Intangible and have no HPs. Immune to radiation, gases, toxins, heat and cold attacks. Physical attacks (arrows, bullets, people, swords, etc.), explosions, and energy blasts pass right through him. Nuclear explosions will dissipate the character, killing him. This form allows the character to survive not only in any airless environment, but also in both a pressure-less and high pressure area. He does not have to breathe. This could allow an alien from a toxic environment to survive without an air supply. 2) The character can create a 1 metre per 4 INT diametre (+1 metre per level) sphere of vacuum anywhere within line of sight. It bursts the blood vessels within a victim's lungs when air is forcefully drawn out. It also induces unconsciousness for D6 minutes. When the opponent finally awakes, he will be weak, and unable to fight (only ONE attack per melee) until he receives 4 hours on an oxygen tank. Further it does 2D4 hit points damage. 3) By touching an object can create a vacuum within it, causing it to violently collapse inward on itself. Each time it is used, the object is crushed into itself a little more. Can affect a 5 cm radius per INT area, plus the same amount per level. Any caught in it take 3D6 x10 damage per round from the vacuum until crushed. 4) Finally the character can create a vacuum directly in front of him which serves to pull him forward. The maximum speed possible when using this is 1kph per INT, +2kph per level. 10 points to buy the Void Form. +5 points to buy each additional ability. Void Bubble gains +1 metre each time rebought. Thus bought twice = (1 metre per 4 INT) +1 metre. Void Implosion gains +5 cms radius per INT area each time rebought. |
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METAMORPH WOOD |
| This power allows the character to
take on the genetic structure and general abilities of wood. The mind
continues to function in an astral form.
While in wooden form; 1) The character breathes
through his entire body and is nearly impossible to smother. The
character can absorb sunlight and minerals from the ground, allowing him
to survive indefinitely without food as long as enough water is
available. He can also absorb enough water in D4 hours to allow
him to survive for 1 day per
INT, + 1 day per level without so much as a
sip. All stored water will be released when the he reverts back to human
form.
2) AC 4, +30 HPs
per
3) The character can fire splinters from his body which do 1 point of damage each with an effective range of 3 metres +1 metre per level. Once per hour (plus once more per level) can shoot 1 splinter per CON (plus half this per level). 4) When in a rural area he can blend into the surroundings and become 100% undetectable if stand still, 75% if move up to 1 metre per round, 50% if 2 metres per round, 25% if 4 metre per rounds and 0% if move any faster. He is easily mistaken for a tree. 5) In this form the character's blood is replaced with an extremely strong adhesive that can be used to glue broken items back together or sticking enemies in one spot. It is strong enough to seal down someone with a STR of up to 20 for 1 round per INT. Characters with a STR above 20 can break free in half the normal time. A thorough coating of the sap (entire body) can even hold a character up to STR 30.6) Damage can be healed by replacing damaged tissue with any other bits of wood. He simply touches a tree or other wooden object and absorbs its material until healed. 10 points to buy the Wood Form. +5 points to buy each additional ability. None of these may be rebought. |
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NECROSCOPIC TOUCH |
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This is the ability to exacerbate any wound causing it to become putrid, fester and seethe. This prevents any cuts from healing in a proper manner. The wounds grow fetid and do not recover for many months, considerably weakening the victim. The victim takes an additional 1 HP damage per INT of the character (+1 per level) and -1 CON per 5 INT (-1 per 2 levels) per touch. Already severely wounded victims are immediately rendered comatose. Their condition becomes critical and they will die without medical attention. Damage and duration of drugs, toxins and poisons doubled and the victim is -4 on any further saves. Double all pain for 15 minutes per level. 10 points to buy this power. It cannot be rebought. |
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OBJECT MIMICRY |
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By touching an object for 1 melee the character can turn into a living version of that form (identical to the Metamorph powers) for as long as desired or until knocked out. At first level it affects the entire body. At second level he can change one limb to another form, +1 limb at level 4, 6, 8 and 10. Listed below are some materials; |
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| Ceramic, Kevlar | +200 HPs |
| Crystal |
The limb takes no damage from cold, laser, or radiation attacks. Fire does half damage. Attacks from beings with a STR of 17 or less do half damage (unless supernatural). Sonic and vibration attacks do double damage to the limb however. Add +D6 +2 damage to all hand to hand attacks. +30 HPs. |
| Fabric | +60 HPs |
| Rubber, Plastic | +150 HPs |
| 10 points to buy this power (can convert individual limbs or entire body). It cannot be rebought. | |
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PHASE |
| The character can render
his body intangible to normal matter. This enables him to pass
harmlessly through any object. Can render himself + an additional 3kgs per
INT,
+3kgs per level unsolid. The character is only vulnerable to mind
attacks. Once
he lets go of an object it turns solid again. Further the character has
to concentrate to prevent himself sinking into the ground. Otherwise he
could wind up at he centre of the earth.
10 points to buy this power. It cannot be rebought. |
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POWER ABSORPTION I |
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This ability lasts so long as the victim remains within his line of sight or a 1 metre radius per INT, +2 metres per level. Can copy the power/s from 1 person per 4 INT, +1 person per level. The character can copy up to 1 power per 5 INT, +1 power per 3 levels. If taken twice then the character gains the ability to recopy any power that he previously held at any time even if the victim is no longer around. A character would not know who in a crowd he was copying powers from unless they were actively doing something with their powers. As to knowing what powers he has manifested they may reflexively activate. That is, he knows he just got something, but not what, and spontaneously triggers it and then figures out what it is. If he is in very close proximity to his (unknown) target, he may be able to get a feel for where his new power was coming from, but not necessarily. In any event, the sudden triggering of the power, if it's at all visible or spectacular, will most likely draw out the original owner of the power. 10 points to buy this power. Can recopy any previous power if rebought. |
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POWER ABSORPTION II |
| The hero can duplicate a
power by absorbing the traces left behind whenever a power is used. The
residue may be in anything that was near, or the target of a power's
emission. The duration of the borrowed powers is determined by the
hero's
INT
x1 minute. The average amount of residue bearing material is
about the size of a bread loaf. It is completely drained after a single
use. As with Power Absorption I if taken twice then gain the ability to recopy
any power that previously held at any time.
10 points to buy this power. Can recopy any previous power if rebought. |
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POWER ABSORPTION III |
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This ability works a little differently in that by touching someone instead of copying a power the character can instead absorb one power per 5 INT, +1 power per 3 levels from the victim for one minute per INT, +1 minute per level. The power returns to its owner after the time is up unless he is dead in which case its lost. 10 points to buy this power. +1 minute each time rebought. |
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PUTREFY |
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This power makes clean food and water spoil, turn rotten, poisonous, or become otherwise contaminated. Up to 10 cubic centimetres of food and drink per INT per level can be thus made unsuitable for consumption. 5 points to buy this power. It cannot be rebought. |
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REGENERATE OTHERS |
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The ability to heal another life form at phenomenal rates. Must touch the organism for 1 minute uninterrupted to perform the following healing; 1) Restore 1 HP per INT, +1 per level per 10 minutes. 2) Reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT. 3) Negate all pain for 1 minute per INT, +1 minute per level. 4) Immediately bring a comatose patient up to 1 HP per INT and stabilize their condition (stops bleeding, binds wounds, etc.) for 15 minutes per level. 10 points to buy this power. It cannot not be rebought. |
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SELF DUPLICATION I |
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The character can create one double of himself per 2 INT, +1 per level (but not any equipment he is carrying). Only the original can duplicate himself. Even if killed the duplicate can be recreated at any time. At the time of character creation the player chooses whether the duplicates copy his powers or if they each individually randomly roll new powers. 10 points to buy this at one double per 2 INT. +1 double per INT each time rebought. |
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SELF DUPLICATION II |
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This is the bizarre ability to reach
into alternate realities and pull over copies of yourself (this is
similar to the movie The One). This gives you a potentially unlimited
army of doppelgangers. The doppelgangers are distinctively different
from the original, either by dress, haircut, colour, etc. This power
requires a full melee of concentration to summon one double who appears
anywhere within his line of sight. The character can summon one double
per 2
INT, +1 per level. 10 points to buy this at one double per 2 INT. +1 double per INT each time rebought. |
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SELF DUPLICATION III |
| The character can create
one double of himself per INT, +1 per level (but not any equipment he is
carrying). However with each new duplicate, the doubles (but not the
character) reduce their height, weight and HPs by half. This is because
they are spreading their collective mass out between each person. Only
the original can duplicate himself. Even if killed the duplicate can be
recreated at any time. At the time of character creation the player
chooses whether the duplicates copy his powers or if they each
individually randomly roll new powers.
10 points to buy this at one double per 2 INT. +1 double per INT each time rebought. |
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SHAPE SHIFT |
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At its base level this power allows the character to alter or imitate his face shape, hairline, eye colour, hair length and skin colour pigmentation, hands and fingerprints and add and remove 30 centimetres to his height, age and dimensions. Internally he can rearrange own internal organs so they are better protected or not where an attacker expects them to be, and alter or imitate his voice. If taken again then he can alter any part of his body to resemble anything from imagination. His structure may be no less than half, or more than double his original size. He can alter any limb into any melee weapon doing damage according to the weapon type + STR damage. HPs of weapons = 10 per STR +1 per level with length not exceeding 50% greater than that area of body. 10 points to buy this power. It can only be rebought once. |
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SHAPE SHIFT OTHERS |
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This ability is identical to Shape Shift but only affect others that the character can touch. 10 points to buy this power. It can only be rebought once to reshape the victim into anything from imagination. |
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SOLAR SUSTENANCE |
| Instead of needing to
breathe, eat or drink the character can absorb stellar energy via
photosynthesis. Further he can absorb any kind of solar or radiation
attack directed against him up to a max of 1 megawatt per
INT, +1 per
level.
5 points to buy this power. It cannot be rebought. |
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SPONTANEOUS MUTATION OTHERS |
| The ability to cause other people's
powers to randomly mutate into totally new ones by touching them. Can
only affect one power per attack. The victim then rolls on the table for
his new power/s.
10 points to buy this power. It cannot be rebought. |
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SPONTANEOUS MUTATION SELF |
| Every 3 hours per INT the character
develops a completely new set of random powers. Only this one power
remains permanently, all other powers must be rerolled each time.
10 points to buy this power. It cannot be rebought. |
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SPECTRUM CONTROL |
| The hero has total control
over the colouration and colour transmitting abilities of any target
substance whether solid, liquid, or gaseous. This power enables the
hero to alter basic physics and the chemical properties of any target.
The power operates in either of these two modes.
First Mode; Different frequencies of light have different properties. By altering
the frequency of light, the hero can alter these properties. Infrared
light causes objects to heat up. Ultraviolet light causes changes in
pigmentation; effects can vary from the tanning of normal human skin to
the rapid fading of printed material. It is also the key to
photosynthesis. If the light is in a coherent form like a laser beam,
the effects of colour become more dramatic. Red lasers carry more heat
and do greater damage for the Intensity. Blue-green lasers can pass
unhindered through water. Again change the frequency of light and you
change its effects.
Second mode; A character with this power can stop
anything in its tracks if the target depends on vision to find its way
around. Conversely, the Power can make an opaque target transparent. Uses
for this vary from humane through mischievous to outright criminal. A
humane use is curing those types of blindness that result from the loss
of the eye's natural transparency. A mischievous use is turning
someone's clothing transparent. A criminal use is turning concealing
barriers transparent if the character is seeking information behind that
barrier; this can be anything from reading the contents of an envelope
or locked file cabinet to studying a lock's mechanism while cracking the
combination.
Colour conveys information. Change the colour and you alter or even
destroy the message. Consider the effect changing colour has on things
as varied as comic books, paintings, photographic film, traffic lights,
feathers, furs, and human skin. On a more prosaic level, the ability to
change the colour of printed or written material can be have immense
consequences in an Information Age society such as our own. The
possibilities include both vandalism and creation. Colourizing a closed
book would not harm the printed pages; Colourizing a cow purple wouldn't
change the colour of a steak later on. As for the question of affecting
the eyes of a living target, the GM and players should assume that the
Power only affects the layer of tears that protect the eye. In effect,
the target is momentarily blinded by coloured water that quickly washes
away. This power does not actually change the physical nature of a target.
Elemental, molecular, and genetic structures remain unchanged except
where light is concerned. A steel safe made glass-like is still as
strong as ever. A pane of glass given a steel-like surface shatters just
as before. The duration of the power varies. The normal limit is 1-100
hours after the colouration occurs. The hero can immediately reverse any
colouration if he chooses. 10 points to buy this
power. It cannot be rebought. |
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SWARM |
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The body of this character is a collection of individual bodies held tightly together by either a single consciousness or a hive mind and functioning as a single unit. One helpful side effect of this power is that the individual bodies do not physically suffer while they are joined together; breathing is assumed to occur without difficulty. However, the collective mass will probably have to break apart in order to allow the individual units to eat. Because of its peculiar dual nature, the collective mass has two sets of attributes. The first set represents the abilities possessed by the individual component entities; the second set is that of the combined entities. The majority of powers can only be manifested when the mass is combined. Individual entities can at best exhibit the powers at their lowest setting. The combined form's abilities may be affected by the loss or addition of more individual entities to its form. The combined form's unique physical structure allows it to simply create holes in its body to avoid making contact with the attacking force. However, such beings have a peculiar weakness: a successful grappling attack breaks the body into two masses. The body can automatically rejoin in D4 rounds unless something prevents this, like teleporting half the body into a parallel dimension. The combined form can be any size, depending on the size and number of the individuals entities that compose it. Most are human-size and composed of smaller creatures generally less than 3" long (between the size of a mouse and a dragonfly). 10 points to buy this power. It cannot be rebought. |
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TWO DIMENSIONAL |
| The hero can harmlessly
reduce his body (and any nonliving matter he carries) to a flat,
two-dimensional version. To an onlooker, the hero appears to have
transformed himself into a life-size photograph. The hero’s body
functions and abilities are unaffected. Because the hero is now
extremely thin, gaining leverage on three-dimensional objects is
extremely difficult.
He is also extremely hard to hit if he can turn his flat side toward his opponents, -10 to enemys' thacos. While in a flattened state, the hero takes only half damage from blunt physical attacks. On the other hand, a flat hero can suffer all sorts of abuse that he would normally ignore, such as being folded like a map and locked in a glove compartment. The hero can pass through the cracks around a door or adhere to a wall and pretend to be a poster. The hero can choose to flatten himself in any direction. He can appear to be a front-back, left profile-right profile, top-view-bottom view, or similar shaped two-dimensional image. Note: that while the one dimension is drastically altered, the remaining measurements remain the same. 5 points to buy this power. It cannot be rebought. |
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WALL CRAWL |
| The character can climb
and move along any surface at 5% per INT of his normal running MR, +1% per level (but
can never exceed 100%). This doesnt include loose rocks, ice or any
other slippery surface, but does allow him to run upside down.
5 points to buy this at 5% per INT. +1% per INT each time rebought up to a max of 100%. |
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WEBBING |
| With this power the character can
fire one stream of webbing per round. The webbing causes D6 impact
damage to anything hit by it. The webbing can be fired in the form of a
strand or a cone, both able to hold up to twice the body weight of the
character.
If the webbing is fired in strand form it is up to 1 centimetre per INT wide in a circular radius and up to 2 metres per INT long. The character can decide how long and wide to make the webbing before firing it. The character can create a webbed shield of similar diametre. The shield has a sticky side and a non-sticky side. The shield is permeable to all gases and liquids. Weapons, items, people, etc. all stick to the sticky side of the shield. The stickiness of the web is equal to 1 STR per INT. After 1 minute per INT, +1 minute per level the webbing will degenerate. 5 points to buy Webbing with 1 STR per INT stickiness, and dissolves after 1 minute per INT. +1 STR per INT stickiness, and + 1 minute per INT each time rebought. |
| Powers | Alteration | Defensive | Mental Manipulation |
| Offensive | Physical Enhancement | Travel |