User talk:Steeler49er

From The Black Vault
Jump to navigationJump to search

Working on a form of immortality which revolves around 'survival' based on PE. I see that Izcer has one of these already, but it is a little too powerful in some ares and Doesn't go as far as I liked in others.

Naming it is the present issue. The super can go PEX100 below their HP per level. This is cummulative with other powers which allow for the super to drop further below their HP than normal (IE a power that lets the super drop to PEx10 below HP would add that number to this). The super heals at 10% their normal rate plus any PE bonuses. Every time the super being comes back, he/she suffers -1 from PB. In addition PB drops by one at every point the super drops below their HP by PEx10. Once the super reaches below Zero PB the effect is a gain of +1HF instead of -1PB, upto a maximum of HF20. This is visual HF and not a supernatural HF. This power offers no grand forms of immortality in that the super will continue to age at their own normal rate. Should the super ever die, even of natural causes, it will eventually come back at some point, healed of whatever killed it, be it heart disease, viral sickness, HIV, etc. Decapitation and dismemberment will eventually see those section recover to near full (minus PB loss or HF gain), but can only reattached to the rest of the body once they are touching and only then once all the SDC & HP has been recovered. In the mean time the super will remain in torpor untill that time, coninuing to suffer from aging and elements, untill either entropy drpos the super below its' survival threashhold or its' body parts are reunited.

The super has no bonuses due to having this power.




I'm ALSO looking to give my Own versions of SH PP & SN PP, as the ones listed here in Black vault are weaker than most other powers (minor & Major respectively) as far as combat/spd/and pp bonuses. In by that I mean if you look at EX SPD and some other minor powers, they grant better prowes bonuses than EX PP. So to make SH PP for here in the Vault be not much better than EX PP, is a waste of space. Worse yet is that SN PP only grants a +2 more to PP than SH PP!!! WTH! This is intended to be a Major version of SH & EX PP how? And none of them are remotely compairable to EX/SH/SN: PS, PE, SPD, HP, or ME! Listen, I know pees Fear the big bonuses to combat that Super agile super would bring but, this is just plain sad and weak frankly. When a minor power like EX SPD grants Far better combat and skill bonuses than SN PP (a major power), that is called imbalanced.


Superhuman Physical Prowess

Should read:

"Did you just feel a breeze Ray? Private Ray? Ray, where are Yooo... Ack!" "Drover, this is Swift breeze come in... All targets confirmed dead... No sir, I was in and out too fast, Castrez suspects nothing. Moving to echo target".

You are a rank above what is the human norm, you move faster, walk quiter, can perform ballet with the skill of Baryshnikov, and can naturally balance your full body weight on one finger, all without any training. With training you'll only become that much more impressive. You are now Truly Superhuman.

Base PP 26+2d4, or if higher, adjust by +2D4. Prowess Bonuses no longer cap off at 30, but now extend out to 40. +2 Initative. +3 Attacks per melee. +4 to regular dodges and may Auto-dodge using full PP dodge bonus. +5 to regular RWPF and may Auto-Roll With Punch (not fall) using half PP RWP bonus. +6 to maintain balance. May double attacks per melee, but physical attack damage is reduced by half and attempts to strike with energy attacks are at negative -6 to do so.


Bonuses:

+50% to physical skills (Which use PP and not IQ to determain skill bonuses). In addition add half this total bonus to all other non-physical skills, such as pick locking and surgery, which require manual dextarity, in addition to the normal skill and IQ bonuses. The super gains two additional physical skills, plus one more ever third level, regardless of training and OCC. Normal training times are reduced by one quarter. Even if the The adroit super does not have the nessisary skill, it can perform any such physical skills at a base chance equal to its physical prowess bonus. If the super has actually seen the skill performed in the last few hours, he, she, or it gains an additional +10% to perform that skill.

Adjust PS to a minimum of 14 if lower.

+4d6 to running speed.

Double all Leaping distances.

The super is hyper alert and has superhuman hand eye quardination and perception skills. +3 to visual and +5 to tactial perception rolls.

SN PP

Should read: Base PP 34+2d6, or if already higher, adjust by +4D6. Prowes Bonuses no longer cap off at 30, but now cap off at 50! Double Attacks per melee. +8 to regular dodges and may Auto-dodge using full PP dodge bonus. +10 to regular RWPF and may Auto-Roll With Punch (not fall) using half PP RWP bonus. +12 to maintain balance. May double attacks per melee, but physical attacks do 75% damage and attempts to strike with energy attacks are at negative -3 to do so. Additionally: The super can attack more than once in a single turn similar to paired weapons, but with out need of weapon.

Paired Weapons: Should the super be using paired weapons, it may make additional attacks over the normal allotted two by taking a negative to strike. For every additional attack desired over the base two (the one for each weapon), the super has a -2 to Strike/Parry on the first action (which the total attempted amount must be declaired to the GM), with each additional declaired action there after taking an addition -2 over that amount. This means that if the super has already attacked once with each weapon and wishes to take another action with one of those weapons, it will be at -2 to strike/parry. If the super was attempting to strike four times, the difficulty would of the first attack would jump to -4 for the first additional strike and -6 for the fourth. The super may only attempt as many additional attacks over the norm as it has points of PP divided by 2. More over should an additional action fail, the turn is over, even if there were more attacks to be made.

Bonuses: +75% to physical skills (Which use PP and not IQ to determain skill bonuses) and the super gains four additional physical skills and or WP's, plus two more ever third level.

The ultra dexterious super being has unnatural movement speed. Add 6d6+8 to running speed. If speed is meassured in Miles per Hour/kph, then this bonuse AND the supers natural spd attribute are added to that number, but in mph/kph.

The super is hyper alert and has perfect hand eye quardination and perception skills. +6 to visual and +10 to tactial perception rolls.



Advanced RWPF. if the super succesfully rolls---Later