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

 

CLAWS

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.

 

DIG

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.

 

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.

 

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.

 

ENHANCED CHARISMA

This hero is especially physically attractive, add +1 to CHA.
He emits pheromones into the air that attracts members of the opposite sex. The chemicals are so strong that the character will have to avoid the opposite sex because they will follow and swoon over him constantly. Any members of the opposite sex must roll to save versus mind-control drugs whenever they come within line of sight of the character or be reduced to any means they can find to impress him/her. 
NOTE: The victim must be able to SMELL the pheromone in order to be affected by it. If they are wearing a gas mask or environmental suit, or they have an inability to smell, then they are unaffected by this power.

5 points to buy this power. It cannot be rebought.

 

ENHANCED HEARING

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.

 

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.

 

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.

 

ENHANCED MOVEMENT

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.

 

ENHANCED REGENERATION

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.
Fire, heat and cold are only 25% effective, while poisons, Gases, Drugs and Disease are only 15% effective.

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.

 

ENHANCED SMELL

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.

 

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.

 

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.

 

ENHANCED VOICE

This hero has an exceptional voice. His normal voice range is doubled.
Once per melee he can issue a command (eg. stop, look, duck, etc) which everyone who hears must obey unless save. Victims are then –1 attack next round. Once per round the character can convey a speech of up to 10 words per level to a targeted person or creature in a single melodic shout lasting a second or two (counts as an attack). The character gains a +2 bonus to any voice skills.

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.

 

FEIGN DEATH

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. 

 

GENETIC INGESTION

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.
Partial change means that all traits become an average between the two. The player may maintain these changes for as long as he wishes while awake, but second loses consciousness, his genetic structure will return to normal or can negate these changes and return to normal at any time. Can mix genetic structures, but only 1 structure per level may be absorbed at a time.

10 points to buy this power. It cannot be rebought.

 

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.

 

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. 

 

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.

 

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.

 

SECOND CHANCE

For each Second Chance you purchase you may come back from death once.

10 points to buy this power.

 

VISION INDEPENDENT

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.

 

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.

 

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.

 

VISION PENETRA

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.

 

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. 

 

VISION THERMAL

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.

 

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