Super Powers ============ Is there a quick and dirty system for super powers? --------------------------------------------------- Yes. This is particularly good for comic book superhero type games where powers should be loosely defined open to interpretation and balanced against weaknesses. This system does require a good amount of GM intervention, but it is a lot of fun. Choose a power and a counter balancing weakness, GM discression. Choose a starting number for the power less than 20, GM discression. Your weakness starts at the same level. This number represents how effective your power/weakness is when you try to use your power add this value to 1d20 to determine effectiveness, 20 should allow normal success. GM's when a weakness may come into play make the same roll with the weakness number, if it gets 20 or higher the weakness applies. The weakness can make aid another checks or roll off against the character if needed as well, GM discression. The maximum for a power is not based on level. A character can have a set of related "sub-powers" form an overall power, but must have balancing "sub-weakness" for each. All of these would use the same common Power or Weakness level. It is heavily upto the GM to make sure that the relative power and weakness levels are balanced between the players. Remember the more a character uses his power the more his weakness should come into play. Examples -------- Power |Weakness ---------------------|------------------------------------------- Blast Attack |Device needed to contain power Fire Form |Fire Based -Flight |-Water -Heat Shield |-Oxygen Deprevation? -Blast attack |-Sets things on fire Paragon Hero |Alien Nature -Flight |-Magic -Invulnerabity |-Certain colors -Super Strength |-Overconfidant Wizard |Sorcery -Force shield |-Device needed to use power -Magic missle |-Needs hands free to use powers -Reveal Truth |-Needs to talk to use powers -Flight |-Own Demon God a couple favors -Banishment |-Own another Demon God a couple favors -Hypnotism |-Eerie presense No Weakness |No Power How can I improve my powers? ---------------------------- The character has a new stat PWD (Power Weakness Difference). To raise the PWD one point costs the new level of the PWD. Every time the PWD goes up the character can either drop their weakness a point or raise their power a point. PWD cannot be higher than the character's level. Is there a more formal system? ------------------------------ Supernatural abilities can also be aquired using the Magic, Psionics and Karma rules. These systems are better if you want to create a more formal feeling to the way powers work or provide a small taste of power. Such as the powers a mystical martial arts character might have. or a mystical society of space knights. Where training and advancement are a key part of the game. Can I mix the two systems in my game? ------------------------------------- You can do anything. The systems should work together well, as long as the weaknesses properly balance the powers. This could allow a sorceror character in a superhero game to have the richer experience of the deeper spell system while being along side characters with abstract flexible powers. You should be careful allowing a single character to combine both power systems. -------------------------------------------------------------------------------------------------------------- Stop Reading ============ Power Cost Save vs Modifications Skill Effect AT Duration Name Cost Description Physical -------- Aerokinesis 100 control air/weather Control Darkness 74 +50 stealth, +50 Hide, +50 Intimidate Terrakinesis 100 Control Earth Electrokinesis 100 Control Electricity/ Electronics Pyrokinesis 100 Control Fire Telekinesis 100 can lift/push/pull things like invisible arms Cryokinesis 100 Can freeze things Control Gravity 100 Can increase or decrease gravitation pull Magnetokinesis 100 Control Magnetism/metal Hydrokinesis 100 Control Water Florakinesis 100 Can control living and dead plant matter Temporalkinesis 200 can control the rate of flow of time Create Force Field 40* create +40 DAM of force fields Energy Blast 40* fires up to +2d6 energy bolt Energy Armor 40* covered in 1m rad energy field inflicts +1d6/2 Energy Melee Weapon 40* 1d6 +1d6 FD blade Teleportation 50* allows character to teleport self +100Kg Negate Powers 100 50 m radius ESP --- Clairvoyant 100 See the the other side of visible objects, See anywhere you've been before(Range 10km), See anywhere(Range 10km) Sense Aura 34 Can see aura (health, toxins, powers) Sense supernatural 34 Can see the invisible and the supernatural Empathy 100 Sense emotion, surface thoughts, deep thoughts Psychometry 80 Can gain information about an Item Precognitive Flashes 50 Danger Sense Mental ------ Control Animal 50 allows you to control one type of animal Empathic Transmission 66 effect every one in 50 m radius Telepathic Speech 50 Can communicate with someone telepathically Induce sleep 40 causes target to sleep Hypnotic suggestion 60 implants one simple idea into target Disorientation 80 targets within 25m get -10% penalty Control Minds 100 target becomes a slave Horror Factor 34 Disguise Aura 30 can change aura at will to hide or falsify powers, health, etc. Penitent Stare 100 target must make Karma check or be horrified Bio-Feedback ------------ Adaption: Space 40 +20 zero g movement, go without air and pressure for 24 hours, impervious to background space radiation Adaption: Submarine 30 +50 swim, breath water, survive depths of up to a 1000m Adaptation: Cold 30 Impervious to Cold, Hibernation Adhesion 34 +50 to climb Body Weapons 30* character has claws, bite or horns(2d6) Hold Breath 20 Breathing minutes Extra-limb 54* get extra limb(+5 AT -5 to hit) Flight: Glide 30 25 m/s Flight: Sonic Speed 100 300 m/s Flight: Winged 40 90 m/s Flight: Wingless 50 90 m/s Death Trance 20 can pass for dead Improve healing 50 heals per hour (instead of per day) Regeneration 74 heals per minute (instead of per day) Cure Touch 40 Cures disease and poisoning Healing touch 74 heal 1d6 but takes 1 point cannot heal self AV: Crash Damage 20 +7 AV AV: Blade Damage 20 +7 AV AV: Gun Damage 30 +7 AV AV: Fire Damage 30 +7 AV AV: Toxins/Caustics 30 +7 AV Intangibility 70 you can't effect universe and universe can't effect you, air borne toxins can Invisibility 50 no one can see you, +50 stealth Jumping 30 x10 to jump distances Mimic 74 get all powers of people with 50m at 1/2 potency an no skill on how to use them. Rage 40 +10 STR, END, WIL, while enraged Life Absorption 80 natural attack or 1d6 Dam transferred Memory Absorption 100 gain IP when killed opponent Self-Replication 40* can create +1 clone of oneself Super Speed 90 move at x10 Super Strength 100 punches do STR/2 d6 damage, multiply all lifts and carries by 10(50) Tunneling 50 can tunnel at rate of 10 cubic meter per minute Immortality, Lesser 30 you don't age Immortality, Major 120 After being killed, the character brought back to full health in 1d100x15 minutes unless killed in a specific way. usually decapitation and burning work. Shapeshifting: Animal 30* can shape shift into one type of animal Shapeshifting: Disguise 30 +50 Disguise/impersonate Shapeshifting: Growth 60* can increase size level by +1 Shapeshifting: Limbs 34 Can shape shift into 2d6 damage weapons or tools Shapeshifting: Object 30* can shape shift into one classification of nonliving object Shapeshifting: Shrink 20* can decrease size level by +1 Shapeshifting: Stretch 30 each time reach is extended half strength - if str if 20 and reach is 1m - then at: Strength is - 2m 10 - 3m 5 - 4m 3 - 5m 2 - 6m 1 - 7m 0 Form ---- Form: Size Level 1 40 see size level 1 Form: Size Level 2 28 see size level 2 Form: Size Level 3 14 see size level 3 Form: Size Level 5 50 see size level 5 Form: Size Level 6 100 see size level 6 Form: Size Level 7 150 see size level 7 Form: Alternate 14 reduce cost of powers only available in 1 form by 3 Form: Beautiful 20 +5 PRE, +50 Seduction Form: Bestial 30 +6 STR, END, AGI, CUN / -4 PRE, -3 KNO, -2 DEX Super Senses ------------ Super Sense:Hearing 34 can hear faint sound Super Sense:Radar 46 range is 100m radius Super Sense:Sonar 46 range is 100m radius Super Sense:Smell/Taste 34 can identify smells and tastes, can track by smell Super Sense:Touch 30 can feel subtle changes in texture Vision: Darkness 34 can see in total darkness Vision: IR Spectrum 34 can see in IR spectrum Vision: UV Spectrum 34 can see in UV spectrum Vision: Microscopic 34 can see microscopic objects Vision: Telescopic 34 can see 100 times further Vision: Thermal 34 can see heat given off by objects Vision: X-Ray 46 can see through material Magic Potential --------------- Power Words 50 can use power words Illusion 100 can create illusions Charm 100 can make target want to do your will Cast Spells 120 can Cast spells from memory Primal 300 can shape reality with will Negative Powers (maybe make multipliers?) Form: Hideous -20 -10 PRE, +10 intimidate Power by Association -20 character must possess some item or eat some food to use powers Power Always Active -40 Powers are always pouring from this character Uncontrollable Power -20 Character loses control when certain events take place (ie full moon) Vulnerability: common -40 Character takes double damage from a common material (ie. silver, wood) Vulnerability: rare -20 Character takes double damage from a rare material (ie. Weapon grade plutonium, kryptonite) Power Loss: Common -40 all powers are lost while exposed to condition(water soaked) Power Loss: Rare -20 all powers are lost while exposed to condition(exposed to red sunlight) possible special power categories psionics/CHI manimals CHI/PSI/Force/PKE 100 Dark Electrokinesis(-) Cryokinesis(-) Death Touch(-) Disease Touch(-) Light Pyrokinesis(+) Hydrokinesis(+) Healing Touch(+) Cure Touch(+) Common Telekinesis(+/-) See Aura(+/-) Clairvoyant(+/-) Sense Aura(+/-) Sense supernatural(+/-) Empathy(+/-) Psychometry(+/-) Precognitive Flashes(+/-) Empathic Transmission(+/-) Telepathic Speech(+/-) Hypnotic suggestion(+/-) Control Minds(+/-) Disguise Aura(+/-) Death Trance(+/-) Force Power Tables ------------------ Tables: A) Vitality spent to use power at this level B) Save DC C) Stat Bonus D) Move Object Strength E) Improved Critical Range F) Improved Critical Intensity G) Healing H) Area of Effect I) Rage Duration J) Damage Roll A B C D E F G 10+ 1 10 +2 5 19-20 x3 1d8+(FL, Max 5) 15+ 2 13 +4 10 18-20 x4 2d8+(FL, Max 10) 20+ 3 15 +6 20 17-20 x5 Cure Poison, Disease, etc. 25+ 4 18 +8 30 16-20 x6 3d8+(FL, Max 20) 30+ 5 20 +10 40 15-20 x7 Restoration 35+ 6 23 +12 50 14-20 x8 4d8+(FL, Max 30) 40+ 7 25 +14 60 13-20 x9 10 per FL (Max 250) 45+ 8 28 +16 70 12-20 x10 Restoration, Greater 50+ 9 30 +18 80 11-20 x11 Raise Dead (upto 1 day per FL) (get 1 darkside point) Roll H I J 10+ 2m 5 rnds (FL/2)d4 (Max 5) 15+ 4m 10 rnds (FL)d4 (Max 5) 20+ 6m 15 rnds (FL)d6 (Max 10) 25+ 8m 20 rnds (FL)d8 (Max 10) 30+ 10m 25 rnds (FL)d10 (Max 15) 35+ 12m 30 rnds (FL)d12 (Max 15) 40+ 14m 35 rnds (FLx2)d6 (Max 40) 45+ 16m 40 rnds (FLx3)d6 (Max 60) 50+ 18m 45 rnds (FLx4)d6 (Max 80) Bio-Feedback Feats Gn Ac At Po En Ex Gr Ra De Pre-Req Absorb positive PSI(+) Absorb negative PSI(-) Adhesion 34 +50 to climb Alter Aura(+/-) 30 can change aura at will to hide or falsify powers, health, etc. AV: Crash Damage 20 +7 AV AV: Blade Damage 20 +7 AV AV: Gun Damage 30 +7 AV AV: Fire Damage 30 +7 AV AV: Toxins/Caustics 30 +7 AV Death Trance(-) 20 can pass for dead Drain incoming positive PSI(-) Drain incoming negative PSI(+) Divert incoming PSI(+/-) Energy Melee Weapon(+/-)40* 1d6 +1d6 FD blade see sword PSI Flight(+/-) Flush PSI(+/-) Hold Breath(+) 20 Breathing minutes Impervious to Cold(+) Impervious to Fatigue(+) Impervious to Fire(+/-) Impervious to Hunger/Thirst(+) Impervious to Pain(+) Impervious to Poison(+) Improve healing(+) 50 heals per hour (instead of per day) Invisibility(+/-) 50 no one can see you, +50 stealth Intangibility(-) 70 you can't effect universe and universe can't effect you, air borne toxins can Jumping 30 x10 to jump distances Ki Strike Y N Y N N N N N Y Life Absorption(-) Mimic 74 get all powers of people with 50m at 1/2 potency an no skill on how to use them. Mind Block PSI Damage Reduction PSI Damage Bonus Regeneration(+) 74 heals per minute (instead of per day) Sword PSI(+/-) Self-Replication(+) 40* can create +1 clone of oneself Shapeshifting(+/-) Shapeshifting: Animal 30* can shape shift into one type of animal Shapeshifting: Disguise 30 +50 Disguise/impersonate Shapeshifting: Growth 60* can increase size level by +1 Shapeshifting: Limbs 34 Can shape shift into 2d6 damage weapons or tools Shapeshifting: Object 30* can shape shift into one classification of nonliving object Shapeshifting: Shrink 20* can decrease size level by +1 Shapeshifting: Stretch 30 each time reach is extended half strength Summon Inner Strength(+) - Enhance ability Super Speed(+) 90 move at x10 Super Strength(+) 100 punches do STR/2 d6 damage, multiply all lifts and carries by 10(50) Teleportation(+/-) 50* allows character to teleport self +100Kg Tunneling(+/-) 50 can tunnel at rate of 10 cubic meter per minute Weight Control(+) PSI Manipulation Feats Gn Ac At Po En Ex Gr Ra De Aerokinesis 100 control air/weather Control Animal(+/-) Control Darkness 74 +50 stealth, +50 Hide, +50 Intimidate Control Gravity 100 Can increase or decrease gravitation pull Create Force Field 40* create +40 DAM of force fields Cryokinesis 100 Can freeze things Deaden Pain(+) Death Touch/Dim Mak(-) Disrupt negative usage(+) Disrupt positive usage(-) Disorientation(+/-) Dominate(+/-) Ecto-Plasm(+) Electrokinesis 100 Control Electricity/ Electronics Empathic Transmission(+|-) Energy Blast 40* fires up to +2d6 energy bolt Energy Armor 40* covered in 1m rad energy field inflicts +1d6/2 Fill Object with PSI(+/-) Fill Object with PSI Florakinesis 100 Can control living and dead plant matter Heal the Mind Healing Touch(+) 74 heal 1d6 but takes 1 point cannot heal self Horror Factor(-) Hydrokinesis 100 Control Water Hypnotic suggestion(+/-) Induce Sleep(+/-) Inflict Amnesia(-) Inflict Blindness(-) Inflict Deafness(-) Inflict Dizziness(-) Inflict Illness(-) Inflict Muteness(-) Inflict Pain(-) Inflict Paralysis(-) Inflict Wounds(-) Magnetokinesis 100 Control Magnetism/metal PSI Attack positive(+) PSI Attack negative(-) PSI Damage bonus(+/-) PSI Damage reduction(+/-) PSI Flow control Psychic Purification(+) Psychic Surgery(+) Pyrokinesis 100 Control Fire Quivering Palm Y N Y N N N N N N Radiate Darkness(-) Radiate Light(+) Technokenesis 100 Telekinesis 100 can lift/push/pull things like invisible arms Telepathic transmission(+/-) Temporakinesis 200 can control the rate of flow of time Terrakinesis 100 Control Earth Extra-Sensory Perception Feats Gn Ac At Po En Ex Gr Ra De Clairvoyant(+/-) Divination(+/-) Empathy(+/-) Find Weakness(+/-) Memory Absorption 100 gain IP when killed opponent Object Read/Psychometry(+/-) Penitent Stare(-) Precognitive Flashes Presence Sense(+/-) PSI Awareness/Danger Sense(+/-) PSI Parry(+/-) Psychic Diagnosis(+) Psychic Surgery See Aura Sense Aura(+/-) Sense the Invisible(+/-) Sense Magic(+/-) Sixth Sense(+/-) Speed Reading(+/-) Super Sense:Hearing 34 can hear faint sound Super Sense:Radar 46 range is 100m radius Super Sense:Sonar 46 range is 100m radius Super Sense:Smell/Taste 34 can identify smells and tastes, can track by smell Super Sense:Touch 30 can feel subtle changes in texture Telepathy(+/-) Total Recall(+/-) Vision: Darkness 34 can see in total darkness Vision: IR Spectrum 34 can see in IR spectrum Vision: UV Spectrum 34 can see in UV spectrum Vision: Microscopic 34 can see microscopic objects Vision: Telescopic 34 can see 100 times further Vision: Thermal 34 can see heat given off by objects Vision: X-Ray 46 can see through material