Master of Powers

From The Black Vault
Jump to navigationJump to search

Master of Powers: New Power Category by Iczer

The hero or villian Power master has a limited array of abilities and rather than sit on the sidelines, the character has trained extensively and exclusively in these limited powers in order to excell. Much like a physical training character, the power master treats his abilities as as vital parts of his persona, training his abilities in conjunction with his body.

Step one: The usual: This part needs little explanation by now. Roll attributes, check Hitpoints and alignment and other rounding out data as usual. His devotion to training adds +1D6 to ME +2 to PS, PP and PE and +1D6 to Spd.

Step 2: Education and skills: The character can come from any walk of life and rolls his education normally. His dedication to training in his powers exclusively results in the loss of one skill program. His Training also counts as the equivilent of HTH expert.

Step 3: Origin:

01-40% Mutant: Roll once or twice on the unnuusal physical characteristics table. ignore any roll under 30 and reroll. the character's training allows him to suppress his obvious mutations at will, though in doing so he is at -10% to all skills and -2 to all combat skills due to the strain and concentration.
41-70% Experiment: Roll nature and general type of experiment as usual. (Pg 115 and 116 HU2) do not roll for side effects.
70-90% Enchanted object: The object has a PPE supply of 1D6x10 +20 per level. the hero has an additional PPE equal to his PE score x5 +2D6 per level. While anyone can sreal the enchanted object, they gain none of the exceptional training that the character has. In addition, the character can power the magic object's powers with his Own PPE if the enchanted object runs dry. In addition, roll once on the other abilities chart (HU2 Pg 149)
91-100% Eugenics: The character's powers are the reusult of grafting new organs to the character. Create the character as usual using these guidlines (not those of the eugenics character) but do roll on the eugenics background data (but do not check for physical or mental disfigurements)

Step four: Super abilities: The character gains 2 minor or one major power of choice. as with any hero, it's not the amount of powers one has, but how he uses them that matters. More so in the case of the Power master.

Step Five: Special skills: The Power master's training in his powers has left him able to achieve more with his smaller allotment of abilities. the character begins with 3 special training options from the list below, and gains another at levels 3,6,9,12 and 15, as well as another one by giving up 2 secondary skills (up to +2 at first level)

  • Penetrating: The power slices through body armour. reduce a target's AR score by 3 when using the character's power(s) and add +1 damage per level. this attack is considered armour piercing when comparing it tospecific defences (APS ice for example).
[Bongo uses penetrating on his unarmed strikes (Ex PS) while Slicer uses them on his thrown objects (Targetting)]
  • Powerful: The power has extra kick to it. add +1d6 damage with an extra +1 per level. in addition, consider the damage to be 50% greater when calculating knock down or knock back.
[Shattar Kai uses this to add to his unarmed strikes (Natural combat ability) while Swallow uses it on his water bolt (APS: water)]
  • Precise: an attack popwer (or superstrength) enjoys +2 to strike.
[Explanations are hardly necessary]
  • Deflective: the character can use an offensive power defensively to deflect incoming attacks. The character may autoparry incoming ranged attacks with any ranged attack power he posesses. the character uses that power's normal strike bonuses for a parry. not effective against close in melee attacks.
[Mind shark uses this to dissolve incoming weapons (corrosive spray). Terra incognita uses her earth empowerment to do the same]
  • Force field: The character can use his powers to reinforce himself, giving himself a personal force field equal to twice his PE score +5 per level, which regenerates at the rate of 5 points per melee round. the character cannot use one of his designated powers when the force field is up. The force field also grants an AR of 14.
[Blacklight can withdraw his darkness control to reinforce him against foes who can see through his inky blackness. Malicant can turn his disintegration power inwards for the same result.]
  • Supercharge: The character can internalise a power as an action, gaining an immeadiate +6 to PS(minimum extraordinary) +4 to PE +4 to PP +15 to Spd and 50 SDC. the selected power iis knocked out while this supercharging is in effect, and the extra SDC regenerates at a rate of 1 every 5 minutes.
[Max Hammer uses control density on himself to create a powerhouse of alternating hardness and lightness. RokStar can charge himself with explosive energy for similiar results]
  • Offensive: a power has the capacity to be used offensively. the new power inflicts 2D4 per level of the character with +4 to strike out to a range of 120 feet. alternatively the new attack can inflict an alternate effect such as Dizziness, stunning, deafness or blindness. (saving throw of 14+ to resist)
[Sway's electrical attacks can cause 1d4 round's of stunning instead of raw damage. Augustus can turn his energy flight into an energy blast.]
  • Ranged: a power that relies on touch or physical contact may be used at range with +3 to strike with an aimed shot (+1 wild) out to 90 feet. it does the normal power's effect (without PS bonuses though)
[Boombox can charge distant objects with explosive energy. Cobrachilde can spit his venomous attack]
  • Rapid: the character gains one extra attack that can only be utilised with one of his powers. Alternatively, a power requiring more than one action to use may have this requirement reduced by 1 instead.
[Slam Dance's lightning reflexes enables an additional attack every round on top of his usual. Hotschott's plasma burst uses 2 actions instead of three.]
  • Flight: The charactre can use one of his powers to fly. He may move at his normal Spd score by flying (+5 Spd per level). the character enjoys +2 to dodge in flight.
[Both Rattle star (EE: force blast) and Halo (Flame ring) use this enhancement to fly. Rattlestar like a jet, Halo like a hovercraft.]
  • Jump: The character's power can be used to aid in leaping great distances. add the characters PP score in feet to any jumping distance (+2 feet per level) with an extra 50% distance with a running start. gain +2 to dodge while leaping
[Max Hammer uses his Ex. PS to leap great distances in combat using mighty leg muscles. Seizmo directs hhis seismic power downwards to get a lift.]
  • Forcefull: any single power the character posesses that uses a saving thow, has that saving throw increased by 2. if applied to an attack power, then it is -2 to be dodged.
[Pretty explanatory]
  • Indirect: the character can strike from weird angles with his power, reducing effective defence by 3 (parries, dodges, rolls with punc/fall/impact etc, but not AR). In addition, this indirect attack can inflict a different type of damage at will (an electrical blast may be used to heat an object, or an explosive fireball may be used to produce blunt trauma).
[Cujo's energy claws also spring from his elbows for suprise strikes. Phade's ionic laser (EE light) can also produce a stead stream of ions (electrical)]
  • Split: a power with a saving throw may be targeted against two logical targets instead of one. the saving throw for each target is made at +2, and the duration (if any) is halved.
[Kobra Boy's Mental stun can affect two adjacent targets. his sleep spit (sleep dust) can also affect two opponent's]
  • Push: The character can push a power to work at extra power. this costs the target 5 HP and either adds +2 levels to the power, or adds 25% to a power's range, area and duration.
[Breakdance (Natural combat ability): Can fight harder and better against superior foes for a limited time, while Jumbo (Giant) can become bigger than normal at cost to his health.]
  • Manoevres: the character can perform a specific combat manoevre with one of his powers. thi either gains him the manoevre or allows him to use it in an unconventional manner.
[Splatterghast gains a sweep attack with his Ex PP, while Blight can perform a disarm with his cold blast]
  • Long range: a power with a range entry simply doubles that range and can double it again with a ME based saving throw (16+) no extra effect if failed.
[Pinpoint can teleport really great distances with effort. Sniper's laser bolts are effective out to 1200feet (or 2400 with some effort. Good thing he has telescopic vision too)]
  • Lie detection: by posessing one extraordinary sense, the character can detect things about a target that indicate feelings and emotions. this amounts to a lie detection ability equal to 45% +5% per level. In addition, the character's new range of senses adds +4 to initiative and adds a 30% chance to detect suprise attacks (+5% per level)
[Sniper, with his telescopic sight can literally see a person's pulse under his skin. Bat-Lad's sonar also allows him to make voice stress analysis]
  • No secrets: the character with extraordinary senses can sense weakness in solid objects (+10 damage against innanimate objects and ignore 4 points of AR) and can sense a person's tell tale traces (Track even in the city, at 45% chance +3% per level. roll every 500 feet)
[Johnson's mechanical awareness allows him to be a better robot fighter. Saffron's life sense can even detect a person's passing by their offcast pheremones and oils.]
  • Lift: if any power adds to the character's PS score, he may lift an additional 5% per level. this increases his carrying capacity as well. Thrown objects carry 5% further per level and inflict 1 extra damage per level.
[Bench with AA: Bear enjoys his bonus lifting and carrying when it comes to hurling tree stumps at flyers. Press his partner, just likes to use his Ex PS and Lifting field to make out of this world lifts.]
  • Extra sense: the character gains an extraordinary but logically derived, sense selected from pg 169 of hu2.
[Eyesore's acute sight also gives him advanced vision as a result. while Mongoos's Ultra hearing also adds a bat like sonar.]
  • Extended power: the character can extend a natural immunity, defence or effect to another target. A flyer may carry a single other person without factoring his weight, or a person's forcefield may also enclose a character's girlfirend by touch. in any event by defualt, the character uses this on his own uniform and clothing.
[BeetleBoi, with his PS 7 has no problem lifting people to safety with his winged flight. Cassandra Love finds that people are willing to put up with her snoring at night if it means sharing her healing factor]
  • Bigger. A power with a pool of abilities to draw upon see's that pool increase by 25% (if it's HP) or by 50% (if otherwise). if a power has just a number of uses per day, it increases by 100%.
[Shaper, with create force objects uses his PE score x150 for starting SDC pool. Clockwork, with alter limbs has a 25% HP increse to power his limbs. Berserker can force heal himself 8 times per day rtaher than 4.]
  • Better: The character's bonuses from a power to his physical attributes and SDC increases by 50%

Enhancements can be used on each other. If Press gains an offensive attack from lifting field (say, he claps his hands together for a shockwave) he may also enhance that shockwave with penetrating and precise. also to note is that once the skill is boiught, it can be applied to any and all of the character's powers where applicable. a character with APS: electricity can use penetrating on all attacks levelled out, not just on one or two aspects or sub-powers. It is a class with a little creative engineering required also, and the occasional GM fiat. The gm could allow the penetrating skill for a character with mechanical awareness (indicating a sperior firearms ability granted by the power)

Other stuff:

Hand to hand combat: The character's training makes him the equivilent of HTH expert. This can be enhanced with other skill selections.
SDC: the character has a base of 60 SDC plus a one time bonus of 2D4x10.


Special notes: as with any thing, everything requires GM approval tpo proceed. it is strongly advised that any skill enhancements be approved and make some sort of logical sense in the scheme of the character's actual powers.