Physical Enhancement
Claws
Dig
Emission Fart
Enhanced Breath
Enhanced Charisma
Enhanced Hearing
Enhanced Leap
Enhanced Molecular Structure
Enhanced Movement
Enhanced Regeneration
Enhanced Smell
Enhanced Stamina
Enhanced Taste
Enhanced Touch
Enhanced Voice
Feign Death
Genetic Ingestion
Matter Consumption
Photographic Reflexes
Prehensile Hair
Prehensile Tongue
Second Chance
Vision Independent
Vision Micro
Vision Night
Vision Penetra
Vision Spectrum
Vision Telescopic
Vision Thermal
Water Freedom
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CLAWS |
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The character has 1 centimetre long claws made of bone which extend from his fingers. They do D6 plus STR damage bonus. If the character metamorphs his body then the claws also alter into the other form. eg. Metamorph Copper allows for copper claws, Metamorph Light allows for energy claws, etc. 5 points to buy one claw. +1 claw each time rebought, but no more than 1 claw per finger. |
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DIG |
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The hero can travel swiftly through the
earth by burrowing a tunnel at his normal land movement rate. Burrowing
remains the hero's preferred mode of transportation, when compared to
running or especially to inconceivable activities like flying.
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. 5 points to buy this power. It cannot be rebought. |
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EMISSION FART |
| The ability to manipulate your
own.. farts..
At first level the character can emit a fart cloud which affects everyone within a 1 metre radius per 5 WIS +1.5 metres per level, and causes all who hear it to lose an attack from laughter or become so enraged as to fight without any bonuses. At third level the cloud causes the victims to instead be overcome by the smell for 1 round per 4 WIS + D4 rounds per level. Victims lose all thaco bonuses and initiative and try to flee the area. At fifth level the cloud causes victims to start coughing, gagging and eventually vomit. As before all bonuses with any abilities are lost and a -1 penalty also applies. At seventh level the cloud will warp paint. Any unprotected victims will take D6 damage per melee. Likewise any low SDC object will begin to decay. The cloud is also highly flammable so no lit matches.. At ninth level the cloud has an explosive effect flinging victims out of the radius and doing D6 damage per 3 WIS +D6 per level. Objects at ground zero are melted or *contaminated*. The character is automatically immune to his own smell.. I mean attacks. 5 points to buy Fart Cloud with a 1 metre radius per 5 WIS. +D6 damage, +1.5 metres and +D4 rounds each time rebought. |
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ENHANCED BREATH |
| The ability to
exhale a blast of wind with a speed of up to WIS x6kph. This can knock
people and objects over, causing loss of initiative and at least
one attack. At 80kph any hit cant attack, cast spells, speak, etc
and are hurled 2 metres into the air for every 10kph of speed. At 90kph
also do D6 per round to anything within it, +D6 per 10kph over 90. The
character can hold his own breath for 1 minute per CON.
5 points to buy this power. It cannot be rebought. |
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ENHANCED CHARISMA |
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This hero is especially physically
attractive, add
+1 to CHA. 5 points to buy this power. It cannot be rebought. |
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ENHANCED HEARING |
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Hearing increases by x1 normal range per 3 WIS with an additional x1 per level (eg. WIS 15 = x5 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. +6 Initiative, +2 AC. A table on hearing ranges can be found here. 5 points to buy this power. It cannot be rebought. |
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ENHANCED LEAP |
| The ability to leap at
triple the character's normal range. One amazing
side effect is the seeming ability to run part way up a wall before
jumping off (as in many movies).
5 points to buy x3 normal leap ability. Add an additional x1 each time rebought. |
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ENHANCED MOLECULAR STRUCTURE |
| The ability to withstand massive amounts of
damage. The character is able to
survive not only in the pressureless environment of outer space, but
also in high pressure ones. The players bones are nearly unbreakable and
his skin is cut resistant.
Gain +5 HPs per CON, and a +1 save bonus per 4 WIS vs. magically induced metamorphosis, vampire's transformative bite, and anything else that can change the structure of the body. Cold, fire, heat, microwave beams, electricity, bullets, falls, normal punches, poisons, gases, drugs, diseases and radiation have half their effect and damage with a +1 save against each per 5 WIS. 5 points to buy this power. It cannot be rebought. |
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ENHANCED MOVEMENT |
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This character is really fast. Determine your Movement Rate as normal, then times it by 15kph. Thus MR 18 x 15kph = 270kph. +15kph per level. At speeds higher than 1152kph (the speed of sound) it creates a booming shockwave that can shatter glass and deafen people. A sonic boom continues for as long as the object creating it moves faster than sound. The boom is similar to wall of sound sweeping past, and does D4 x10 damage over a 60 metre radius. +10 damage underwater. Anyone caught in the radius will be deafened for D6 minutes. 10 points to buy the power. +5kph to the multiplier each time rebought. Thus bought twice = MR x20kph. The amount added each level likewise increases. |
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ENHANCED REGENERATION |
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The ability to heal oneself at phenomenal
rates. +8 CON, +25 HPs, +6 vs. Poisons, Gases, Drugs, and Diseases.
Recover 1 HP per minute and heal any broken bones x4 faster with no skin
scarring. 10 points to buy this power. If rebought can regenerate 1 limb once per day taking D4 hours. If rebought again can regenerate 1 organ per 2 days taking 2D4 hours and are impervious to the transformative bite of vampires and certain werebeasts. If rebought a third time then no longer age and if killed can regenerate completely so long as a single drop of blood remains. However each time that die must take an Insanity. Can only be killed through disintegration. |
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ENHANCED SMELL |
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Smell increases to x1 normal range per 3 WIS with an additional x1 per level (eg. WIS 15 = x5 range). Can identify the specific odour or scent of anyone that have previously met, and track by smell so long as know the scent. 5 points to buy this power. It cannot be rebought. |
ENHANCED STAMINA |
This character takes a long time to get tired, four times as long. Fighting, running, carrying and any other feats of endurance have their length of time quadrupled. 5 points to buy this power. It cannot be rebought. |
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ENHANCED TASTE |
| Can identify the specific
ingredients of anything that have
previously eaten, drunk or sample tasted. This includes chemicals,
animals, plants, toxins and poisons.
5 points to buy this power. It cannot be rebought. |
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ENHANCED TOUCH |
| The ability to read pages and
barcodes just by touching the print and listen to a phone conversation
by touching the line. The
character gains a +2 bonus to any dextrous skills.
5 points to buy this power. It cannot be rebought. |
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ENHANCED VOICE |
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This hero has an exceptional voice.
His normal voice range is doubled. 5 points to buy this at the base level. Voice range is increased by a factor of x1 and an additional 10 words per level each time rebought. |
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FEIGN DEATH |
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This power allows the character to slow his metabolism to such a degree that he becomes comatose and appears dead. Cadaverous appearance, noisome stench, etc. 5 points to buy this power. It cannot be rebought. |
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GENETIC INGESTION |
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The bizarre ability to absorb the
skills and powers of a person by eating them. The player may choose how
much of a change to undergo. A full change means that the player
replaces his own physical traits (including powers and mental
attributes) with those of his victim. 10 points to buy this power. It cannot be rebought. |
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MATTER CONSUMPTION |
| This power turns the character's
stomach into a bottomless pit, capable of eating nearly anything. The
stomach of this person transforms 95% of everything eaten into pure energy
meaning that no matter how much the hero eats, it will be nearly
impossible for them to get fat. The person will be able to eat even
non-foods, like stone, metal, or plastic. Eating large weapons all at
once will upset the mutant’s stomach, causing him stomach pains and
some major gas problems leaving him –2 to thaco, AC, and
initiative for D4 hours. The
hero's teeth have a STR equal to ten times his hand's STR allowing him to
bite through most materials. His teeth also have HPs equal to five
times his own.
5 points to buy this power. It cannot be rebought. |
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PHOTOGRAPHIC REFLEXES |
After studying and watching a skill in use for one hour, the character may then perform it at 5% per WIS, +1% per level. It then becomes a permanent skill. There is no limit on how many skills the character can learn. 10 points to buy this power. It cannot be rebought. |
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PREHENSILE HAIR |
| This is a power that few
masculine heroes would admit to having even if they possessed it. The
power gives the hero's hair the capability of independent, controlled
movement as if each strand were a tiny tentacle.
Using his Prehensile Hair the hero can perform a variety of tasks with the hairs combining to form one or more appendages. He can handle objects, pick locks, ensnare a target, and even deliver a powerful blow with a silken fist. In blunt combat the hair functions as one or more attacks. Prehensile Hair possesses a sense of touch identical to that of the hero's hands, damage to the hair is felt. If you yanked out a lock of hair he'd feel the same pain you'd feel if he broke your finger (and you'd deserve it). Loss of more than half the hair causes pain and damage equal to that caused by a limb lost by the same means. The motivating power for the hair is Telekinetic rather than muscular. The individual strands are identical to normal healthy hair. The hair's length exceeds the normal limits; strands can reach a maximum length of 1 metre per 4 CON, +1.5 metres per level. However long the hair is, when not in active use it contracts and does not extend past the heroine's knees. If the heroine's power is nullified somehow, she retains her hair but can no longer feel or control it. A separate STR attribute is determined for the Prehensile Hair. Then determine carrying capacity and damage as normal. 5 points to buy this power. +1.5 metres each time rebought. |
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PREHENSILE TONGUE |
| This power gives the
hero's tongue the capability of independent, controlled movement as it
were a powerful tentacle.
In blunt combat the hair functions as one or more attacks. The tongue's length exceeds the normal limits reaching up 1 metre per 4 CON. However long it is, when not in active use it contracts and fits within the mouth. A separate STR attribute is determined for the Prehensile Tongue. Then determine carrying capacity and damage as normal. 5 points to buy this power. +1.5 metres each time rebought. |
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SECOND CHANCE |
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For each Second Chance you purchase you may come back from death once. 10 points to buy this power. |
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VISION INDEPENDENT |
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You can focus in two separate directions allowing you to have a greater angle of vision, aim two weapons at once or to take full advantage of extra limbs. Characters with more than two eyes can buy this again for each additional eye. 5 points to buy this power. |
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VISION MICROSCOPIC |
| The hero's eyes can focus
on extremely minute targets, objects too small for normal vision to
perceive. This power allows the character to see small objects at x10
enhancement which doubles every level. If taken twice then can see things as small as chromosomes. Beyond this level light no longer carries images. 5 points to buy this power. |
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VISION NIGHT |
| The character can see in
absolute darkness at a distance equal to his normal sight.
5 points to buy this power. It cannot be rebought. |
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VISION PENETRA |
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Can see through 2 centimetres per WIS, +30 centimetres per level of any matter (except for one common object, roll on Matter Manipulate table to determine which). It requires 1 melee of concentration per 30 centimetres of depth. 5 points to buy this power. +30 centimetres each time rebought. |
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VISION SPECTRUM |
| A form of enhanced visual sense
which includes the ability to see Electrical fields (and their
intensity), Gravity waves (in a radar like manner), Mana or Ley Line
power (depending on which system you use), Magnetic fields, Radiation,
Ultraviolet, Infrared and X-rays. Equal to normal sight range.
5 points to buy this power. It cannot be rebought. |
VISION TELESCOPIC |
| The hero's eyes can focus
on extremely distant objects too small for normal vision to perceive.
The eyes function as telescopes magnifying normal visual images.
x2 normal range; this doubles every level. +3 to thaco with modern weapons, add +5 to
thaco with thrown objects.
A table on sight ranges can be found here. 5 points to buy this power. Doubles in range each time rebought. |
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VISION THERMAL |
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The hero can see heat images and traces the same way as thermo optic equipment, equal to normal vision range. Can see invisible lifeforms by their heat. 5 points to buy this power. It cannot be rebought. |
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WATER FREEDOM |
| This character is a natural
underwater and has the following abilities; 1) He has gills which allow him to breathe underwater as naturally as above water. 2) He can resist the effects of high water pressure, up to 100 metres per CON underwater, without worry of such ailments as burst eardrums, damage to blood vessels, and the bends. Gains +5 HPs per CON, and +1 STR per 10 HPs (the bonuses still apply above water). 3) His swim rate is MR x4. Rules on underwater combat can be found here. 10 points to buy this power. It cannot be rebought. |
| Powers | Alteration | Defensive | Mental Manipulation |
| Offensive | Physical Enhancement | Travel |