Headless
Headless (Mega) by Stone Gargoyle
1. Headless: Similar to my minor power of the same name. A limited form of intangibility which affects only the hero's head, this creepy power allows the superbeing to make his head intangible, thus avoiding concussions and head trauma, as well as allowing them to escape being hanged or held by their neck by an opponent. It also allows them to pass their head through a wall to look at things.
- Range: Self
- Duration: Concentration (loses one attack to make head intangible and then one attack per melee to maintain).
- Limitations: The hero can be affected by magic, and phased energy attacks.
- Defense Applications: The hero can use this power to dodge with no bonuses if needing to avoid a blow by turning their head intangible suddenly. Acts as AR of 18 vs. Energy attacks to the head. Provides -4 penalty to opponents trying to hit the character. Called physical shots to the head while it is intangible are of course ineffective. +10% to Escape Artist skill.
2. Impervious to Psionic Attack: While phased, the character cannot be affected by psionics which affect or attack the mind.
3. Horror Factor: The character has a Horror Factor of 8 while using this power due to the ghostlike nature of the head. This is doubled if in a graveyard or other scary place which might lend to the idea he is a zombie.
4. Increased ISP: While phased, the head can benefit from increased ISP (adds a pool of ISP equal to the SDC of the head), and adds 2d4 ISP to the hero's normal ISP amount.
5. Extraordinary Physical Strength: Same as the minor power listed in HU2, page 231, while the head is phased. This is due to being able to have increased lifting ability without a head in the way. Otherwise the character has their regular PS number, just considered Extraordinary for the purposes of lifting and carrying.
Headless (Major) by Stone Gargoyle
1. Headless: Same as my minor power of the same name. A limited form of intangibility which affects only the hero's head, this creepy power allows the superbeing to make his head intangible, thus avoiding concussions and head trauma, as well as allowing them to escape being hanged or held by their neck by an opponent. It also allows them to pass their head through a wall to look at things.
- Range: Self
- Duration: Concentration (loses one attack to make head intangible and then one attack per melee to maintain) for 2d4 melees. Requires 10 minutes to recover between uses of the power.
- Limitations: The hero can be affected by magic, psionics and phased energy attacks. He does, however, gain +4 to save vs. psionics while phased.
- Defense Applications: The hero can use this power to dodge with no bonuses if needing to avoid a blow by turning their head intangible suddenly. Acts as AR of 18 vs. Energy attacks to the head. Provides -4 penalty to opponents trying to hit the character. Called physical shots to the head while it is intangible are of course ineffective. +10% to Escape Artist skill
2. Extraordinary Physical Strength: Same as the minor power listed in HU2, page 231, while the head is phased. This is due to being able to have increased lifting ability without a head in the way. Otherwise the character has their regular PS number, just considered Extraordinary for the purposes of lifting and carrying.
3. Horror Factor: The character has a Horror Factor of 8 while using this power due to the ghostlike nature of the head. This is doubled if in a graveyard or other scary place which might lend to the idea he is a zombie.
4. Increased ISP: While phased, the head can benefit from increased ISP (adds a pool of ISP equal to the SDC of the head), and adds 2d4 ISP to the hero's normal ISP amount.
Headless (minor) by Stone Gargoyle
A limited form of intangibility which affects only the hero's head, this creepy power allows the superbeing to make his head intangible, thus avoiding concussions and head trauma, as well as allowing them to escape being hanged or held by their neck by an opponent. It also allows them to pass their head through a wall to look at things.
- Range: Self
- Duration: Concentration (loses one attack to make head intangible and then one attack per melee to maintain) for 2d4 melees. Requires 10 minutes to recover between uses of the power.
- Limitations: The hero can be affected by magic, psionics and phased energy attacks.
- Defense Applications: The hero can use this power to dodge with no bonuses if needing to avoid a blow by turning their head intangible suddenly. Acts as AR of 18 vs. Energy attacks to the head. Provides -4 penalty to opponents trying to hit the character. Called physical shots to the head while it is intangible are of course ineffective. +10% to Escape Artist skill.