This will be a D20 Modern game. Here is the D20 Modern SRD if you need quick access to the materials. Absolutely NO FX. You can go as far as Vehicle Movement & Combat in your search for material.
Starting level is 1.
We'll be using what's become knows as the 'Godslayer HP' system. Full HP for odd-numbered levels, half HP for even-numbered levels, then add Con as normal.
Mamelon 32 Point-Buy for ability scores.
Each character will need a bio. It doesn't have to be extremely detailed, since you're only level 1, but it's got to be something with substance. Friends, family, ect.
The only bio restriction is this- You've grown up in Emperor City your whole life. The city is five islands clustered together just off the coast of New York (think ghetto Manhattan with slightly smaller islands instead of one big one). Bridges connect all five islands, each of which as an affectionate nickname-
Fluorescent District, Warren District, Cultural District, Business District, and Historic District.
I'm not accepting any more sign-ups. I have all the players I want.
Players-
1. GigaGuess
2. KoolKoal
The pair of you have already played up to the point of getting powers in the previous incarnation of the game, so I'll let you decide if you want to start from that point or restart the game with a different starting scene and events leading up to the Blast.
Alright, time to make these public. This is a list of possible superpowers your characters might get. I will be randomly rolling dice for each character. The result of that roll will indicate what power your character gets.
Possible powers-
1 point- Flame Bolt: As a standard action, 2d6 fire damage to target within 30ft within line of sight. Can spend 1 point to increase damage +1d6.
1 point- Fire Shield: As standard action, sheathes user in flames. Melee attacks deal +1d6 fire damage. Enemies using melee attacks on user take 1d6 fire damage. Can spend 1 point to increase damage +1d6.
1 point- Fire Immunity: Permanently makes user immune to all fire damage.
1 point- Heat touch: Can super-heat materials with a touch as a standard action. Melts plastics, lights wood on fire, or makes metal too hot to touch. Can make touch attack to deal 2d6 damage. Can spend 1 point to increase damage +1d6.
2 points- Flamethrower: As a standard action, can shoot flames in 30ft line or 15ft cone. Deals 3d8 fire damage. Can spend 1 point to increase range +5ft, or increase damage +1d8. Costs 1 Combustion.
2 points- Fireburst: As a full-round action, small explosion throws fire in 15ft burst around character. Deals 2d10 fire damage. Can spend 1 point to increase range by 5ft, or increase damage +1d10. Costs 2 Combustion
2 points- Rocket Flight: Can use powerful stream of fire to fly at 50ft per round. Can spend 1 point to increase speed by 50ft per round.
3 points- Ignite: Flame Bolt power now ignites enemies, dealing 50% additional damage the turn after it strikes an enemy.
3 points- Fireball: As a standard action, exploding ball of fire is sent toward an enemy. Deals 5d6 to all enemies within 20ft of target with 50ft range. Can spend 1 point to increase detonation range by 5ft or damage +1d6. Costs 4 Combustion.
4 points- Spontaneous Combustion: As a full-round action, attempt to ignite every cell in target's body within 30ft. Must make Fort Save (DC 15+ user's HD+ points spend) or die and be reduced to ash. If Fort Save succeeds, target takes 7d10 damage. Can spend 1 point to increase DC by 1, or increase range by 10 ft. Costs 5 Combustion.
1 point- Shock: As a standard action, deals 2d6 electricity damage to target within 30ft within line of sight. Can spend 1 point to increase damage +1d6.
1 point- Drain: As a move action, can drain electricity from touched object, rendering it useless if electrically-powered. Increases electricity damage +1 per damage dice for 1 turn. Can spend 1 point to increase damage +1 per damage dice.
1 point- Electricity immunity: Permanently gain immunity to all electric damage.
1 point- CPR: Electric impulses speed up touched target's natural healing process. As a move action, can heal 2d6 damage to touched target. Can spend 1 point to increase healing +1d6.
2 points- Magnetism: As move action, can manipulate earth's electro-magnetic field, attracting or repulsing one small metal objects within 10ft. Can spend 1 point to increase size of metal objects affected by one category (small to medium, medium to large, ect), or to increase range by 5ft. Costs 1 Charge.
2 points- Bio-Leech: As a full-round action, can steal person's neuron-related electrical impulses and use them to increase own natural healing ability. Deals 3d6 electricity damage to touched target, heals self 3d6 damage. Can spend 1 point to increase either damage or healing +1d6. Costs 2 Charges.
2 points- Magnetic Glide: Can manipulate earth's electro-magnetic field to glide long distances. Can turn every 10ft of vertical height to 30ft of horizontal movement. User no longer takes falling damage. Can spend 1 point to increase horizontal movement by 10ft.
3 points- Arc Lightning: Shock power arcs from primary target to up to 3 other targets within 10ft. Can spend 1 point to increase number of secondary targets by one, or increase range of arc by 5ft.
3 points- EM Burst: As a full-round action, can use large blast of magnetic force to fling enemies or objects 30ft in direction user is facing. Objects or characters to be hurled must be within 10ft of character and in front of character. Characters thrown take 3d10 electricity damage on landing. Can also be used as an EMP to disable all electrical equipment within 50ft burst. Can deflect bullets if readied. Can spend 1 point to increase length of push-back by 10ft or increase EMP range by 10ft. Costs 3 Charges.
4 points- Thunderstorm: As a full-round action, creates a localized lightning storm. User can designate up to 4 targets within 50ft who will be struck by lightning for 2 rounds. Each bolt deals 5d8 damage. Can spend 1 point to increase number of targets by one or increase range by 10ft. Can spend 2 points to increase damage +2d8. Costs 5 Charges.
1 point- Icy Wind: As a standard action, deals 2d6 cold damage to target within 30ft within line of sight. Can spend 1 point to increase damage +1d6.
1 point- Cold Immunity: Permanently gain immunity to all cold damage.
1 point- Numbing Cold: As a standard action, drains body heat of target within 20ft. Target moves 10ft slower, takes a -2 penalty to Dex, gets -1 on attack rolls, and gets -1 to armor. Can spend 1 point to increase movement penalty by -5ft or increase Dex penalty by -1.
1 point- Flurry: As a standard action, creates a flurry of driving snow that obscures all vision and hampers movement. 20ft x 20ft area within 30ft is center of snow flurry. Movement is reduced to 10ft within area, and visibility drops to 5ft. Can spend 1 point to increase area 5ft x 5ft, or increase range by 10ft.
2 points- Flashfreeze: As a move action, drain all heat from water, an object, or a person. Instantly freezes water, all electrical and moving parts of an object, or deals 3d6 damage and gives target a -2 penalty to strength. Can spend 1 point to increase damage +1d6, or increase strength penalty by -2. Costs 1 Moisture.
2 points- Wall of Ice: As a move action, creates wall of pure, opaque ice. Wall is 20ft long and 5ft thick. Can spend 1 point to increase size by 10ft, or thickness by 5ft. Costs 2 Moisture.
2 points- Aura of Cold: Area 5ft around user is constantly below 32 degrees F. Living things within aura have -2 on attack rolls, -2 to armor, and take 2d6 cold damage per turn. User can supress power at will. Can spend 1 point to increase attack penalty -1, increase armor penalty -2, or increase cold damage +1d6.
3 points- Frostbite: As a standard action, air around target within 30ft is chilled past 0 degrees F. Target takes 4d6 cold damage, and takes a -2 penalty to Dex, Str, and Con. Can spend 1 point to increase damage +1d6, or increase any two penalties by -1. Costs 3 Moisture.
3 points- Hypothermia: Icy Wind power now deals 1d6+1 Str damage in addition to other damage. Can spend 1 point to increase Str damage by 1.
4 points- Blizzard: As a full-round action, creates a deadly blizzard within 100ft radius around user. Anyone caught in the blizzard takes 5d6 cold damage per turn for 3 turns, and takes 1d6+1 Con and Dex damage. Visibility is reduced to 5ft and all movement is halved except for user of power. Can spend 2 points to increase damage +1d6. Can spend 1 point to increase range by 20ft or increase Con and Dex damage by +1. Costs 5 Moisture.
1 point- Earthwave: As a standard action, shockwave deals 2d6 damage to single target within 20ft that is in contact with the ground. Can spend 1 point to increase damage +1d6.
1 point- Tremorsense: Permanently gain ability to feel vibrations in earth. Can identify any movement within 30ft, and can tell how heavy object is and at what speed object is moving as long as it is touching the ground. Can spend 1 point to increase radius 5ft.
1 point- Quakeride: Can create a ripple of earth that carries you along at a speed of 60ft per round. Can spend 1 point to increase speed by 10ft.
1 point- Stone Skin: As a standard action, skin turns brownish grey and takes on rock-like properties, granting armor bonus of +4. Can spend 1 point to increase armor bonus by +1.
2 points- Wall of Stone: As a full-round action, create a solid wall of earth and rock within 30ft. The wall is 20ft wide and 5ft thick. At will, can sever wall's connection to earth, causing it to collapse. If falls on enemy, deals 3d6 damage and pins. Must make Str check DC 20 or Escape Artist check DC 25 to get out from under rubble. Can spend 1 point to increase length or thickness of wall by 5ft. Costs 2 Terramass.
2 points- Manipulate Earth: As long as contact with ground is maintained, can change shape of earth as a standard action. Can move 20 square feet of earth, causing a small hill to rise, or a sinkhole to form, or almost any other shapes. Can spend 1 point to increase amount of earth moved by 20 square feet. Costs 1 Terramass.
2 points- Mud and Dirt: As a standard action, can soften earth to a mud-like clay, or harden earth to near-concrete strength. Can transform 20 square feet of earth. Can spend 1 point to increase amount of earth transformed by 20 square feet. Costs 1 Terramass.
3 points- Waves of Earth: As a full-round action, cause an earth-tsunami to crash down on target within 40ft. Deals 3d10 damage, and has a 25% chance to pin. DC 25 strength check or DC 30 Escape Artist check to escape pin. Can spend 1 point to increase range by 10ft, increase pin chance by 5%, or deal +1d10 damage. Costs 3 Terramass.
3 points- Targeted Quake: As a standard action, causes ground in straight line of up to 30ft to target to ripple and crack like a magnitude 5.0 earthquake. Causes anyone in the path to fall prone, and the flying debris cause 5d8 damage. Lasts for 2 rounds. Movement over earthquake ground is reduced to 5ft. Can spend 1 point to increase range by 5ft, increase magnitude by .5, or increase number of rounds by one. Costs 4 Terramass.
4 points- Devastate: As a full-round action, causes huge, magnitude 7.0 earthquake in 100ft radius of user. All in range of earthquake fall prone, take 7d6 damage, and cannot move until earthqake is over. Can spend 1 point to increase magnitude by 1.0, increase range by 20ft. Can spend 2 points to increase damage by +2d6. Costs 5 Terramass.
1 point- Might: Strength increases by +10. Can spend 1 point to increase strength by +2.
1 point- Hardened Muscle: Gain Damage Reduction 2/-. Can spend 1 point to increase Damage Reduction by 2/-.
2 points- Devestating Blow: All melee attacks deal +1d6 damage. Can spend 1 point to increase damage by +1 point of damage per damage dice.
2 points- Mighty Throw: Range for all thrown weapons increases by 30ft. Treated as proficient with all thrown weapons. All thrown weapons deal +1d6 damage. Can spend 1 point to increase range by 5ft, or increase thrown weapon damage by +1 damage per damage dice.
1 point- Reflexes: Dexterity increases by +10. Can spend 1 point to increase dexterity by +2.
1 point- Speed: Increase base movement speed by 60ft. Can spend 1 point to increase speed by 60ft.
2 points- Perfect Shot: Damage dealt with any type of firearm is increased by +1d6. Can spend 1 point to increase damage by +1 point of damage per dice.
2 points- Rapid Action: Gain 1 extra attack per round at highest base attack bonus. Also gain +4 dodge bonus to armor Can spend 1 point to gain a +1 bonus on all attack rolls, or get +1 to dodge bonus.
1 point- Fortitude: Constitution increases by +10. Can spend 1 point to increase constitution by +2.
1 point- Speed Healing: Gain Fast Healing 5. Can spend 1 point to increase Fast Healing by 3.
2 points- Regeneration: Can regrow lost body parts. Gain DR 5/head damage. Can spend 1 point to increase DR by 3/head damage.
2 points- Perfect Health: Gain immunity to one disease and one poison and gain +20 HP. Can spend 1 point to gain immunity to another disease and another poison, or gain +20 HP.
1 point- Subtle Manipulation: Choose two complex tasks. You may accomplish those tasks at a range of 15ft. Untie a rope, type on a keyboard, write a letter, ect. Can spend 1 point to add another complex task to repertoire.
1 point- Psychic Might: Can move heavy objects at a distance of 30ft as a standard action. Large or smaller objects weighing up to 300 lbs can be moved, lifted, or thrown up to 30ft. Can spend 1 point to increase size of objects to be moved by one, increase range by 5ft, or increase weight by 100 lbs.
1 point- Mind Shield: As a swift action, can create a small telekinetic shield that will block a certain amount of ranged attacks before shattering. Can block up to 3 ranged attacks, or one object up to 300 lbs. Can spend 1 point to increase number of blocked ranged attacks by 1, or increase weight of objects by 100 lbs.
2 points- Telekinetic Spear: As a standard action, can create a single, violent burst of telekinetic energy. The attack deals 3d6 damage in a 20ft line. Can spend 1 point to increase damage by +1d6, or increase range by 5ft.
2 points- Combat Telekinesis: As a full-round action, can use Telekinesis to Trip, Disarm, or Pin an opponent. Make appropriate roll, with no attack of opportunity. Use your HD as your base attack bonus, and replace your strength bonus with your wisdom modifier plus any points spent on this ability. Can spend 1 point to increase the attack bonus by 1.
3 points- Telekinetic Flight: Can use Telekinesis to fly at base speed equal to double your base land speed. Can grant up to 2 other ability to fly as well. Can spend 1 point to increase your flight speed by 50ft, or increase the number of targets by 1.
1 point- Dopplegang: As a move action, can take on the appearance of one of two seperate identities. Can choose to copy someone you know by sight, or invent own custom looks. Gain +20 on Disguise checks when impersonating a real person. Can spend 1 point to gain one new identity, or gain a +5 bonus on Disguise checks while using indentities.
1 point- Claws: As a move action, can transform hands into long, razor-sharp claws. Claws have a range of 5ft, and deal 1d6 damage. Can spend 1 point to increase claw damage by +1d6.
1 point- Biomass Healing: Own body constantly does minor internal shapeshifting, healing damage. Gain Fast Healing 2. Can spend 1 point to increase Fast Healing by 1.
2 points- Consume: After killing a person, can absorb their body as a full-round action. Gain their form and their memories. You are healed 3d8 points of damage, and can take 20 on any Bluff or Disguise check while impersonation consumed person. When you consume a new body, the old one is lost. You may only have one consumed form at a time. Can spend 1 point to increase healing by +1d6, gain a +5 bonus on Bluff and Disguise checks while in a consumed form, or increase the maximum number of stored consume forms by one.
2 points- Shifter's Armor: As a move action, can form protective exoskeleton. At will, body is covered by distinctive greyish-black armor. Speed is reduced by half, you take a -10 armor penalty to all appropriate skill checks, and you gain Damage Reduction 10/-. Can spend 1 point to increase DR by 2/-
3 points- Blade: As a standard action, can turn arm into huge, devestating blade. Blade deals 2d10 damage, and has a range of 10ft. The blade can overcome all Damage Reduction of objects and enemies. The blade is large and unwieldly, and as such you lose one attack per round at your lowest base attack bonus (if you have 3 attacks as part of a full-attack action, you make the first two and skip the last). Can spend 1 point to gain +2 to attack rolls with the blade, or 2 points to increase blade damage by +1d10.
1 point- Flare: As a standard action, causes a bright light to flash in an enemy's eyes within 20ft. Opponent is dazzled for 1 round. Can spend 1 point to increase range by 5ft, or increase duration by 1 round.
1 point- Shimmer: As a move action, causes the form of any one target (yourself included) within 20ft to shimmer and waver, making it more difficult to score a direct hit. Attacks against the shimmering target have a 20% chance to miss. Can spend 1 point to increase range by 5ft, or increase the miss percentage by 5%.
1 point- Illuminate: Intensifies the light around your body, granting broad illumination (as a lantern) or focused illumination (as a flashlight). The broad illumination has a 20ft radius, while the focused beam has a range of 40ft. You can spend 1 point to double the range or the brightness of the light.
2 points- Invisibility: As a standard action, the light rays around your body bend, causing you to become temporarily invisible. For 1 round, you cannot be seen. Can spend 1 point to increase the duration by 1 round.
2 points- Illusion: As a standard action, can bend light into illusiory shapes. Can create one medium-sized illusion that lasts for 2 rounds. Can spend 1 point to increase size of illusion by one, or increase duration by 1 round.
3 points- Light Beams: As a standard action, can focus light to the point of physical pain. In a 50ft straight line, a beam of highly focused light burns everything in front of you. The beam deals 6d8 fire damage, and dazzles anyone caught in it for 1 round. Can spend 1 point to increase the range by 10ft or increase duration of dazzle by 1 round. Can spend 2 points to increase damage by +2d8.
1 point- Detect Thoughts: As swift action, can detect the presence of conscious thought within 20ft, and have a 65% chance to get an accurate estimate of how intelligent those minds are. Can spend 1 point to increase the range by 5ft, or increase the percentage by 5%.
1 point- Detect Emotion: As swift action, can sense what emotions nearby people are having. Within 20ft, can get a vague, general, focused, or specific idea of what emotions are being felt. (Ex: Vague- Angry. General- Angry at a person. Focused- Angry at a woman. Specific- Angry at mother). Can spend 1 point to increase range by 5ft, or increase ability by one category (vague to general, general to focused, focused to specific.)
1 point- Subtle Influence: When trying to influence people with any type of check, add a +5 bonus to that check. Can spend 1 point to increase the bonus by +3.
2 points- Sense Thoughts: Within 20ft, as a standard action, one target's thoughts can be read. Have a 50% chance get a vague, general, focused, or specific reading. (Ex: Vague- Violent toward women. General- Violent towards blonde women. Focused- Has killed 3 blonde women in the last 5 days. Specific- Is planning two more murders over the next three days) Can spend 1 point to increase range by 5ft, increase chance by 10%, or increase reading category (vague to general, general to focused, focused to specific).
2 points- Mind-Reader: Gain a +10 bonus on any opposed check when being lied to, sensing motive, or being intimidated. Can spend 1 point to increase bonus by +5.
3 points- Telepath: Within 20ft, can forcibly break into target's mind as a full-round action. Target is allowed a Will save DC 10+ user's Cha modifier+ points spent on ability to resist. If save is unsuccessful, target can be mentally commanded to do something within limits. Not in nature, very unlikely, unlikely, likely, very likely, or in nature. Ex: You cannot influence a nun to kill herself. But you could convince a depressed man to do so. You could not force a serial killer to plant flowers for an orphanage, but you could convince him to murder someone. If target succeeds the save, only surface thoughts are read, and user of power is stunned for 3 rounds. Can spend 1 point to increase the DC for the save, increase the level of influence (not in nature to very unlikely, and so on), or decrease the number of rounds stunned after a failure by 1 (to a minimum of 0).
1 point- Heal Wounds: As a standard action, an heal non-fatal and non-break wounds with a touch. Heals 2d6 points of damage. Can spend 1 point to increase healing by +1d6.
1 point- Neutralize Poison: As a move action, can rid a system (yours or a touched target) of up to three types of poison. Can spend 1 point to choose another type of poison to heal.
1 point- Cure Disease: As a move action, can cure any three diseases (yours or a touched target) from a body. Can spend 1 point to choose another type of disease.
2 points- Runaway Healing: As a standard action, can grant any living thing the power to rapidly heal damage. Touched target gains Fast Healing 3 for 20 seconds. Cannot regenerate severed body parts or heal broken bones. Can spend 1 point to increase Fast Healing by 3, or increase duration by 20 seconds.
2 points- Surgical Reattachment: As a full-round action, can force a severed body part to heal back onto a touched target or a broken bone to heal. Target takes 4d8 damage as body painfully creates new tissue, but severed or severely damaged body part is regenerated as long as it had been gone or broken for less than 20 seconds. Can spend 1 point to decrease damage taken by 1d8, or increase time to reattach by 10 seconds.
3 points- Resurrection: As a full-round action, can nearly stop death. If a person or animal has been dead less than 30 seconds, you have a 55% chance to bring them back from the dead. Can spend 1 point to increase time limit 10 seconds, or increase chance by 5%.
How this will work is such-
At each level, you gain 1 point. You can spend that point to upgrade your powers, or gain a new power. When you spend that point, it is permanently gone, so use it wisely. If you realize you would rather have a different power after you have already spent your point, too bad but it's already gone. So SPEND POINTS WISELY.
You can save up points to purchase higher-tier powers. The costs of upgrading and purchasing are included in every power's explaination.
Oh, by the way, some powers have drawbacks. I'm not going to be writing these down, as your characters will have to find them out for themselves.
You also may have noticed that the 'elemental' powers have more possible upgrades. This is due to the fact that they require your characters' bodies to have a certain amount of 'fuel', for lack of a better term. A character's body cannot naturally generate large amouts of power. They must store it.
For Fire, this is called Combustion.
For Electricity, this is called Charge.
For Ice, this is called Moisture.
For Earth, this is called Kinetics.
Your character starts off with 5 points of 'fuel'. At level 3, and every 3 levels after that, you gain 1 additional point of 'fuel'. Most powers above level 1 require one or more units of their respective 'fuel'. You can also spend 2 upgrade points to gain 1 more point of 'fuel'.
For example, using the Lightning Storm ability costs 5 Charges.
Fortunately, there are plenty of ways to recharge your 'fuel' as a move action. The stronger the source, the more 'fuel' you regain. For example, a car would only give Electricity 1 Charge when drained, while a generator would give 5 or more Charges.
For Electricity, you simply have to get within 10 feet of a source of electricity and drain it. This isn't related to the Drain ability electricty has, however. It's not a power.
For Fire, you must be within 10 feet of a heat-source or something hot and absorb the heat into your body.
For Ice, you must be within 10 feet of either a source of cold or something with water in it and take the moisture or cold-energy into your body.
For Earth, you must be within 10 feet of something made from earth and absorb some of it's mass (the ground doesn't count, but brick, concrete, metal, ect. does).
Basically, I thought this up as a way to balance out the stronger powers. Sure, they're really good, but you can't just use them one turn after another like the weaker ones.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
I'm fine continuing about where we left off too, but I'm still not sure whether I want to keep my character the same. The character sheet I'm ok with, but the character's background and such I didn't like so much.
Also, we were level 3 when we left off right?
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
I've been having some computer troubles plus myth-weavers is rarely working for me. I'll probably have to re-post the sheet the next time I get myth-weavers working or entirely remake it. I'm also a little more busy with a new job. We'll see how long it takes...
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
Starting level is 1.
We'll be using what's become knows as the 'Godslayer HP' system. Full HP for odd-numbered levels, half HP for even-numbered levels, then add Con as normal.
Mamelon 32 Point-Buy for ability scores.
Each character will need a bio. It doesn't have to be extremely detailed, since you're only level 1, but it's got to be something with substance. Friends, family, ect.
The only bio restriction is this- You've grown up in Emperor City your whole life. The city is five islands clustered together just off the coast of New York (think ghetto Manhattan with slightly smaller islands instead of one big one). Bridges connect all five islands, each of which as an affectionate nickname-
Fluorescent District, Warren District, Cultural District, Business District, and Historic District.
I'm not accepting any more sign-ups. I have all the players I want.
Players-
1. GigaGuess
2. KoolKoal
The pair of you have already played up to the point of getting powers in the previous incarnation of the game, so I'll let you decide if you want to start from that point or restart the game with a different starting scene and events leading up to the Blast.
Possible powers-
1 point- Flame Bolt: As a standard action, 2d6 fire damage to target within 30ft within line of sight. Can spend 1 point to increase damage +1d6.
1 point- Fire Shield: As standard action, sheathes user in flames. Melee attacks deal +1d6 fire damage. Enemies using melee attacks on user take 1d6 fire damage. Can spend 1 point to increase damage +1d6.
1 point- Fire Immunity: Permanently makes user immune to all fire damage.
1 point- Heat touch: Can super-heat materials with a touch as a standard action. Melts plastics, lights wood on fire, or makes metal too hot to touch. Can make touch attack to deal 2d6 damage. Can spend 1 point to increase damage +1d6.
2 points- Flamethrower: As a standard action, can shoot flames in 30ft line or 15ft cone. Deals 3d8 fire damage. Can spend 1 point to increase range +5ft, or increase damage +1d8. Costs 1 Combustion.
2 points- Fireburst: As a full-round action, small explosion throws fire in 15ft burst around character. Deals 2d10 fire damage. Can spend 1 point to increase range by 5ft, or increase damage +1d10. Costs 2 Combustion
2 points- Rocket Flight: Can use powerful stream of fire to fly at 50ft per round. Can spend 1 point to increase speed by 50ft per round.
3 points- Ignite: Flame Bolt power now ignites enemies, dealing 50% additional damage the turn after it strikes an enemy.
3 points- Fireball: As a standard action, exploding ball of fire is sent toward an enemy. Deals 5d6 to all enemies within 20ft of target with 50ft range. Can spend 1 point to increase detonation range by 5ft or damage +1d6. Costs 4 Combustion.
4 points- Spontaneous Combustion: As a full-round action, attempt to ignite every cell in target's body within 30ft. Must make Fort Save (DC 15+ user's HD+ points spend) or die and be reduced to ash. If Fort Save succeeds, target takes 7d10 damage. Can spend 1 point to increase DC by 1, or increase range by 10 ft. Costs 5 Combustion.
1 point- Shock: As a standard action, deals 2d6 electricity damage to target within 30ft within line of sight. Can spend 1 point to increase damage +1d6.
1 point- Drain: As a move action, can drain electricity from touched object, rendering it useless if electrically-powered. Increases electricity damage +1 per damage dice for 1 turn. Can spend 1 point to increase damage +1 per damage dice.
1 point- Electricity immunity: Permanently gain immunity to all electric damage.
1 point- CPR: Electric impulses speed up touched target's natural healing process. As a move action, can heal 2d6 damage to touched target. Can spend 1 point to increase healing +1d6.
2 points- Magnetism: As move action, can manipulate earth's electro-magnetic field, attracting or repulsing one small metal objects within 10ft. Can spend 1 point to increase size of metal objects affected by one category (small to medium, medium to large, ect), or to increase range by 5ft. Costs 1 Charge.
2 points- Bio-Leech: As a full-round action, can steal person's neuron-related electrical impulses and use them to increase own natural healing ability. Deals 3d6 electricity damage to touched target, heals self 3d6 damage. Can spend 1 point to increase either damage or healing +1d6. Costs 2 Charges.
2 points- Magnetic Glide: Can manipulate earth's electro-magnetic field to glide long distances. Can turn every 10ft of vertical height to 30ft of horizontal movement. User no longer takes falling damage. Can spend 1 point to increase horizontal movement by 10ft.
3 points- Arc Lightning: Shock power arcs from primary target to up to 3 other targets within 10ft. Can spend 1 point to increase number of secondary targets by one, or increase range of arc by 5ft.
3 points- EM Burst: As a full-round action, can use large blast of magnetic force to fling enemies or objects 30ft in direction user is facing. Objects or characters to be hurled must be within 10ft of character and in front of character. Characters thrown take 3d10 electricity damage on landing. Can also be used as an EMP to disable all electrical equipment within 50ft burst. Can deflect bullets if readied. Can spend 1 point to increase length of push-back by 10ft or increase EMP range by 10ft. Costs 3 Charges.
4 points- Thunderstorm: As a full-round action, creates a localized lightning storm. User can designate up to 4 targets within 50ft who will be struck by lightning for 2 rounds. Each bolt deals 5d8 damage. Can spend 1 point to increase number of targets by one or increase range by 10ft. Can spend 2 points to increase damage +2d8. Costs 5 Charges.
1 point- Icy Wind: As a standard action, deals 2d6 cold damage to target within 30ft within line of sight. Can spend 1 point to increase damage +1d6.
1 point- Cold Immunity: Permanently gain immunity to all cold damage.
1 point- Numbing Cold: As a standard action, drains body heat of target within 20ft. Target moves 10ft slower, takes a -2 penalty to Dex, gets -1 on attack rolls, and gets -1 to armor. Can spend 1 point to increase movement penalty by -5ft or increase Dex penalty by -1.
1 point- Flurry: As a standard action, creates a flurry of driving snow that obscures all vision and hampers movement. 20ft x 20ft area within 30ft is center of snow flurry. Movement is reduced to 10ft within area, and visibility drops to 5ft. Can spend 1 point to increase area 5ft x 5ft, or increase range by 10ft.
2 points- Flashfreeze: As a move action, drain all heat from water, an object, or a person. Instantly freezes water, all electrical and moving parts of an object, or deals 3d6 damage and gives target a -2 penalty to strength. Can spend 1 point to increase damage +1d6, or increase strength penalty by -2. Costs 1 Moisture.
2 points- Wall of Ice: As a move action, creates wall of pure, opaque ice. Wall is 20ft long and 5ft thick. Can spend 1 point to increase size by 10ft, or thickness by 5ft. Costs 2 Moisture.
2 points- Aura of Cold: Area 5ft around user is constantly below 32 degrees F. Living things within aura have -2 on attack rolls, -2 to armor, and take 2d6 cold damage per turn. User can supress power at will. Can spend 1 point to increase attack penalty -1, increase armor penalty -2, or increase cold damage +1d6.
3 points- Frostbite: As a standard action, air around target within 30ft is chilled past 0 degrees F. Target takes 4d6 cold damage, and takes a -2 penalty to Dex, Str, and Con. Can spend 1 point to increase damage +1d6, or increase any two penalties by -1. Costs 3 Moisture.
3 points- Hypothermia: Icy Wind power now deals 1d6+1 Str damage in addition to other damage. Can spend 1 point to increase Str damage by 1.
4 points- Blizzard: As a full-round action, creates a deadly blizzard within 100ft radius around user. Anyone caught in the blizzard takes 5d6 cold damage per turn for 3 turns, and takes 1d6+1 Con and Dex damage. Visibility is reduced to 5ft and all movement is halved except for user of power. Can spend 2 points to increase damage +1d6. Can spend 1 point to increase range by 20ft or increase Con and Dex damage by +1. Costs 5 Moisture.
1 point- Earthwave: As a standard action, shockwave deals 2d6 damage to single target within 20ft that is in contact with the ground. Can spend 1 point to increase damage +1d6.
1 point- Tremorsense: Permanently gain ability to feel vibrations in earth. Can identify any movement within 30ft, and can tell how heavy object is and at what speed object is moving as long as it is touching the ground. Can spend 1 point to increase radius 5ft.
1 point- Quakeride: Can create a ripple of earth that carries you along at a speed of 60ft per round. Can spend 1 point to increase speed by 10ft.
1 point- Stone Skin: As a standard action, skin turns brownish grey and takes on rock-like properties, granting armor bonus of +4. Can spend 1 point to increase armor bonus by +1.
2 points- Wall of Stone: As a full-round action, create a solid wall of earth and rock within 30ft. The wall is 20ft wide and 5ft thick. At will, can sever wall's connection to earth, causing it to collapse. If falls on enemy, deals 3d6 damage and pins. Must make Str check DC 20 or Escape Artist check DC 25 to get out from under rubble. Can spend 1 point to increase length or thickness of wall by 5ft. Costs 2 Terramass.
2 points- Manipulate Earth: As long as contact with ground is maintained, can change shape of earth as a standard action. Can move 20 square feet of earth, causing a small hill to rise, or a sinkhole to form, or almost any other shapes. Can spend 1 point to increase amount of earth moved by 20 square feet. Costs 1 Terramass.
2 points- Mud and Dirt: As a standard action, can soften earth to a mud-like clay, or harden earth to near-concrete strength. Can transform 20 square feet of earth. Can spend 1 point to increase amount of earth transformed by 20 square feet. Costs 1 Terramass.
3 points- Waves of Earth: As a full-round action, cause an earth-tsunami to crash down on target within 40ft. Deals 3d10 damage, and has a 25% chance to pin. DC 25 strength check or DC 30 Escape Artist check to escape pin. Can spend 1 point to increase range by 10ft, increase pin chance by 5%, or deal +1d10 damage. Costs 3 Terramass.
3 points- Targeted Quake: As a standard action, causes ground in straight line of up to 30ft to target to ripple and crack like a magnitude 5.0 earthquake. Causes anyone in the path to fall prone, and the flying debris cause 5d8 damage. Lasts for 2 rounds. Movement over earthquake ground is reduced to 5ft. Can spend 1 point to increase range by 5ft, increase magnitude by .5, or increase number of rounds by one. Costs 4 Terramass.
4 points- Devastate: As a full-round action, causes huge, magnitude 7.0 earthquake in 100ft radius of user. All in range of earthquake fall prone, take 7d6 damage, and cannot move until earthqake is over. Can spend 1 point to increase magnitude by 1.0, increase range by 20ft. Can spend 2 points to increase damage by +2d6. Costs 5 Terramass.
1 point- Might: Strength increases by +10. Can spend 1 point to increase strength by +2.
1 point- Hardened Muscle: Gain Damage Reduction 2/-. Can spend 1 point to increase Damage Reduction by 2/-.
2 points- Devestating Blow: All melee attacks deal +1d6 damage. Can spend 1 point to increase damage by +1 point of damage per damage dice.
2 points- Mighty Throw: Range for all thrown weapons increases by 30ft. Treated as proficient with all thrown weapons. All thrown weapons deal +1d6 damage. Can spend 1 point to increase range by 5ft, or increase thrown weapon damage by +1 damage per damage dice.
1 point- Reflexes: Dexterity increases by +10. Can spend 1 point to increase dexterity by +2.
1 point- Speed: Increase base movement speed by 60ft. Can spend 1 point to increase speed by 60ft.
2 points- Perfect Shot: Damage dealt with any type of firearm is increased by +1d6. Can spend 1 point to increase damage by +1 point of damage per dice.
2 points- Rapid Action: Gain 1 extra attack per round at highest base attack bonus. Also gain +4 dodge bonus to armor Can spend 1 point to gain a +1 bonus on all attack rolls, or get +1 to dodge bonus.
1 point- Fortitude: Constitution increases by +10. Can spend 1 point to increase constitution by +2.
1 point- Speed Healing: Gain Fast Healing 5. Can spend 1 point to increase Fast Healing by 3.
2 points- Regeneration: Can regrow lost body parts. Gain DR 5/head damage. Can spend 1 point to increase DR by 3/head damage.
2 points- Perfect Health: Gain immunity to one disease and one poison and gain +20 HP. Can spend 1 point to gain immunity to another disease and another poison, or gain +20 HP.
1 point- Subtle Manipulation: Choose two complex tasks. You may accomplish those tasks at a range of 15ft. Untie a rope, type on a keyboard, write a letter, ect. Can spend 1 point to add another complex task to repertoire.
1 point- Psychic Might: Can move heavy objects at a distance of 30ft as a standard action. Large or smaller objects weighing up to 300 lbs can be moved, lifted, or thrown up to 30ft. Can spend 1 point to increase size of objects to be moved by one, increase range by 5ft, or increase weight by 100 lbs.
1 point- Mind Shield: As a swift action, can create a small telekinetic shield that will block a certain amount of ranged attacks before shattering. Can block up to 3 ranged attacks, or one object up to 300 lbs. Can spend 1 point to increase number of blocked ranged attacks by 1, or increase weight of objects by 100 lbs.
2 points- Telekinetic Spear: As a standard action, can create a single, violent burst of telekinetic energy. The attack deals 3d6 damage in a 20ft line. Can spend 1 point to increase damage by +1d6, or increase range by 5ft.
2 points- Combat Telekinesis: As a full-round action, can use Telekinesis to Trip, Disarm, or Pin an opponent. Make appropriate roll, with no attack of opportunity. Use your HD as your base attack bonus, and replace your strength bonus with your wisdom modifier plus any points spent on this ability. Can spend 1 point to increase the attack bonus by 1.
3 points- Telekinetic Flight: Can use Telekinesis to fly at base speed equal to double your base land speed. Can grant up to 2 other ability to fly as well. Can spend 1 point to increase your flight speed by 50ft, or increase the number of targets by 1.
1 point- Dopplegang: As a move action, can take on the appearance of one of two seperate identities. Can choose to copy someone you know by sight, or invent own custom looks. Gain +20 on Disguise checks when impersonating a real person. Can spend 1 point to gain one new identity, or gain a +5 bonus on Disguise checks while using indentities.
1 point- Claws: As a move action, can transform hands into long, razor-sharp claws. Claws have a range of 5ft, and deal 1d6 damage. Can spend 1 point to increase claw damage by +1d6.
1 point- Biomass Healing: Own body constantly does minor internal shapeshifting, healing damage. Gain Fast Healing 2. Can spend 1 point to increase Fast Healing by 1.
2 points- Consume: After killing a person, can absorb their body as a full-round action. Gain their form and their memories. You are healed 3d8 points of damage, and can take 20 on any Bluff or Disguise check while impersonation consumed person. When you consume a new body, the old one is lost. You may only have one consumed form at a time. Can spend 1 point to increase healing by +1d6, gain a +5 bonus on Bluff and Disguise checks while in a consumed form, or increase the maximum number of stored consume forms by one.
2 points- Shifter's Armor: As a move action, can form protective exoskeleton. At will, body is covered by distinctive greyish-black armor. Speed is reduced by half, you take a -10 armor penalty to all appropriate skill checks, and you gain Damage Reduction 10/-. Can spend 1 point to increase DR by 2/-
3 points- Blade: As a standard action, can turn arm into huge, devestating blade. Blade deals 2d10 damage, and has a range of 10ft. The blade can overcome all Damage Reduction of objects and enemies. The blade is large and unwieldly, and as such you lose one attack per round at your lowest base attack bonus (if you have 3 attacks as part of a full-attack action, you make the first two and skip the last). Can spend 1 point to gain +2 to attack rolls with the blade, or 2 points to increase blade damage by +1d10.
1 point- Flare: As a standard action, causes a bright light to flash in an enemy's eyes within 20ft. Opponent is dazzled for 1 round. Can spend 1 point to increase range by 5ft, or increase duration by 1 round.
1 point- Shimmer: As a move action, causes the form of any one target (yourself included) within 20ft to shimmer and waver, making it more difficult to score a direct hit. Attacks against the shimmering target have a 20% chance to miss. Can spend 1 point to increase range by 5ft, or increase the miss percentage by 5%.
1 point- Illuminate: Intensifies the light around your body, granting broad illumination (as a lantern) or focused illumination (as a flashlight). The broad illumination has a 20ft radius, while the focused beam has a range of 40ft. You can spend 1 point to double the range or the brightness of the light.
2 points- Invisibility: As a standard action, the light rays around your body bend, causing you to become temporarily invisible. For 1 round, you cannot be seen. Can spend 1 point to increase the duration by 1 round.
2 points- Illusion: As a standard action, can bend light into illusiory shapes. Can create one medium-sized illusion that lasts for 2 rounds. Can spend 1 point to increase size of illusion by one, or increase duration by 1 round.
3 points- Light Beams: As a standard action, can focus light to the point of physical pain. In a 50ft straight line, a beam of highly focused light burns everything in front of you. The beam deals 6d8 fire damage, and dazzles anyone caught in it for 1 round. Can spend 1 point to increase the range by 10ft or increase duration of dazzle by 1 round. Can spend 2 points to increase damage by +2d8.
1 point- Detect Thoughts: As swift action, can detect the presence of conscious thought within 20ft, and have a 65% chance to get an accurate estimate of how intelligent those minds are. Can spend 1 point to increase the range by 5ft, or increase the percentage by 5%.
1 point- Detect Emotion: As swift action, can sense what emotions nearby people are having. Within 20ft, can get a vague, general, focused, or specific idea of what emotions are being felt. (Ex: Vague- Angry. General- Angry at a person. Focused- Angry at a woman. Specific- Angry at mother). Can spend 1 point to increase range by 5ft, or increase ability by one category (vague to general, general to focused, focused to specific.)
1 point- Subtle Influence: When trying to influence people with any type of check, add a +5 bonus to that check. Can spend 1 point to increase the bonus by +3.
2 points- Sense Thoughts: Within 20ft, as a standard action, one target's thoughts can be read. Have a 50% chance get a vague, general, focused, or specific reading. (Ex: Vague- Violent toward women. General- Violent towards blonde women. Focused- Has killed 3 blonde women in the last 5 days. Specific- Is planning two more murders over the next three days) Can spend 1 point to increase range by 5ft, increase chance by 10%, or increase reading category (vague to general, general to focused, focused to specific).
2 points- Mind-Reader: Gain a +10 bonus on any opposed check when being lied to, sensing motive, or being intimidated. Can spend 1 point to increase bonus by +5.
3 points- Telepath: Within 20ft, can forcibly break into target's mind as a full-round action. Target is allowed a Will save DC 10+ user's Cha modifier+ points spent on ability to resist. If save is unsuccessful, target can be mentally commanded to do something within limits. Not in nature, very unlikely, unlikely, likely, very likely, or in nature. Ex: You cannot influence a nun to kill herself. But you could convince a depressed man to do so. You could not force a serial killer to plant flowers for an orphanage, but you could convince him to murder someone. If target succeeds the save, only surface thoughts are read, and user of power is stunned for 3 rounds. Can spend 1 point to increase the DC for the save, increase the level of influence (not in nature to very unlikely, and so on), or decrease the number of rounds stunned after a failure by 1 (to a minimum of 0).
1 point- Heal Wounds: As a standard action, an heal non-fatal and non-break wounds with a touch. Heals 2d6 points of damage. Can spend 1 point to increase healing by +1d6.
1 point- Neutralize Poison: As a move action, can rid a system (yours or a touched target) of up to three types of poison. Can spend 1 point to choose another type of poison to heal.
1 point- Cure Disease: As a move action, can cure any three diseases (yours or a touched target) from a body. Can spend 1 point to choose another type of disease.
2 points- Runaway Healing: As a standard action, can grant any living thing the power to rapidly heal damage. Touched target gains Fast Healing 3 for 20 seconds. Cannot regenerate severed body parts or heal broken bones. Can spend 1 point to increase Fast Healing by 3, or increase duration by 20 seconds.
2 points- Surgical Reattachment: As a full-round action, can force a severed body part to heal back onto a touched target or a broken bone to heal. Target takes 4d8 damage as body painfully creates new tissue, but severed or severely damaged body part is regenerated as long as it had been gone or broken for less than 20 seconds. Can spend 1 point to decrease damage taken by 1d8, or increase time to reattach by 10 seconds.
3 points- Resurrection: As a full-round action, can nearly stop death. If a person or animal has been dead less than 30 seconds, you have a 55% chance to bring them back from the dead. Can spend 1 point to increase time limit 10 seconds, or increase chance by 5%.
How this will work is such-
At each level, you gain 1 point. You can spend that point to upgrade your powers, or gain a new power. When you spend that point, it is permanently gone, so use it wisely. If you realize you would rather have a different power after you have already spent your point, too bad but it's already gone. So SPEND POINTS WISELY.
You can save up points to purchase higher-tier powers. The costs of upgrading and purchasing are included in every power's explaination.
Oh, by the way, some powers have drawbacks. I'm not going to be writing these down, as your characters will have to find them out for themselves.
You also may have noticed that the 'elemental' powers have more possible upgrades. This is due to the fact that they require your characters' bodies to have a certain amount of 'fuel', for lack of a better term. A character's body cannot naturally generate large amouts of power. They must store it.
For Fire, this is called Combustion.
For Electricity, this is called Charge.
For Ice, this is called Moisture.
For Earth, this is called Kinetics.
Your character starts off with 5 points of 'fuel'. At level 3, and every 3 levels after that, you gain 1 additional point of 'fuel'. Most powers above level 1 require one or more units of their respective 'fuel'. You can also spend 2 upgrade points to gain 1 more point of 'fuel'.
For example, using the Lightning Storm ability costs 5 Charges.
Fortunately, there are plenty of ways to recharge your 'fuel' as a move action. The stronger the source, the more 'fuel' you regain. For example, a car would only give Electricity 1 Charge when drained, while a generator would give 5 or more Charges.
For Electricity, you simply have to get within 10 feet of a source of electricity and drain it. This isn't related to the Drain ability electricty has, however. It's not a power.
For Fire, you must be within 10 feet of a heat-source or something hot and absorb the heat into your body.
For Ice, you must be within 10 feet of either a source of cold or something with water in it and take the moisture or cold-energy into your body.
For Earth, you must be within 10 feet of something made from earth and absorb some of it's mass (the ground doesn't count, but brick, concrete, metal, ect. does).
Basically, I thought this up as a way to balance out the stronger powers. Sure, they're really good, but you can't just use them one turn after another like the weaker ones.
{Magic: The RPG}
The creator of Maro's Magic 8-Ball!
Also, we were level 3 when we left off right?
Previous game thread for memory refreshment.
{Magic: The RPG}
The creator of Maro's Magic 8-Ball!
{Magic: The RPG}
The creator of Maro's Magic 8-Ball!