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(Deeds Not Words) Ghost Rider and a few extras
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<blockquote data-quote="cybernetic" data-source="post: 292397" data-attributes="member: 1542"><p><strong>Super-Vehicles</strong></p><p></p><p>( I have just posted the material relavent to Ghosty here...more info on my Super-Vehicle rules can be found at <a href="http://www.cyberneticsorcery.net/wikidogre" target="_blank">WiKidOgre's Superhero Playground</a>)</p><p></p><p>SUPER-VEHICLES </p><p>Some super-heroic adventurers have to walk through town to get to the bad guy or wherever they are going. Some super-heroic adventurers wish they had the super-heroic power of Exact Change for their bus fair to get around. Some super-heroic adventurers, however, roll into town with style. These few have access to a super-vehicle, an extraordinary breed of vehicle. </p><p></p><p>The Super-vehicle:</p><p>Super-vehicles have the same stats of a normal vehicle of its type and can be modified with any Vehicle Enhancments appropriate to its type. All super-vehicles are under mental control by their possessor which gives the the possessor the ability to control the super-vehicle as if he had the Remote Control power ( This ability only works with the character's super-vehicle ). Destroyed super-vehicles can also be reconstructed by a character via taking on a 500 point Experience Tithe. The vehicle will reform in 2d4 rounds. Super-vehicles also have super-vehicle power. Each super-vehicle is granted one of the super-vehicle powers detailed below upon creation. </p><p></p><p>SUPER FUSION</p><p>Range: Vehicle</p><p>Activation Cost: 4 PP</p><p>Sustained Cost: None</p><p>Time Taken: Standard Action (To shift)</p><p></p><p>A character can cause his bike to take on a super-powered form. The vehicle becomes fused with a type of energy that will replace some of the vehicle's features depending on energy type.</p><p></p><p>The character must select the type of energy the vehicle evokes when it shifts into this form. This selection is permanent:</p><p></p><p>Pure Energy: The vehicle gains no special modifiers. The vehicle will have faint glow about it. </p><p></p><p>Fire/Heat: Anyone touching or striking the vehicle unarmed will take 1d4 damage and the vehicle may set flammable materials alight with a touch. The vehicle will suffer +2 damage from Ice/Cold based attacks while shifted. The vehicles tires become composeds of pure flame and flames dance about the body of the vehicle sporadically and the vehicle will leave a trail of flame in its wale. The driver and any passengers are unharmed by these flames. </p><p></p><p>Ice/Cold: Anyone striking the vehicle in unarmed combat will suffer a -1 penalty on all attack rolls and Dex related actions for 1d6 rounds. The effect is cumulative. The vehicle will suffer +2 damage frin Fire/Heat based attacks while shifted. The vehicle will be sheathed in a thin film of ice. The driver and any passengers are unaffected by this ice. </p><p></p><p>Light: The vehicle may shift visibility up one step (from darkness to partial and from partial to full) for up to twenty feet in all directions. The vehicle will suffer +2 damage from darkness-based attacks while shifted. The vehicles's body takes on the appeance of brilliant light in the shape of the vehicle. </p><p></p><p>Darkness: The vehicle may shift visibility up down step (from full to partial and from partial to darkness) for up to twenty feet in all directions. The vehicle will suffer +2 damage from light-based attacks while shifted. The vehicles's body takes on the appeance of pure darkness in the shape of the vehicle. </p><p></p><p>Electricity: Anyone striking the vehicle in unarmed combat or with a metal weapon will suffer 1d4 damage. The character must make a drive/pilot check ( DC:18 ) when exposed to large quantities of water (rain storm, immersion in lake ) or be forced back into its normal form. (This energy type is non combatible with water craft.) The vehicle's body will dance with electrical energies. </p><p></p><p>A vehicle in shifted form gains the following:</p><p>-The vehicle does not require fuel. </p><p>-The vehicle gains DR +3 </p><p>-The vehicle's speeds are increased by 10 </p><p>- The vehicle gains a +1 to maneuver </p><p>Shifting back to unenergized form is a free action.</p></blockquote><p></p>
[QUOTE="cybernetic, post: 292397, member: 1542"] [b]Super-Vehicles[/b] ( I have just posted the material relavent to Ghosty here...more info on my Super-Vehicle rules can be found at [url="http://www.cyberneticsorcery.net/wikidogre"]WiKidOgre's Superhero Playground[/url]) SUPER-VEHICLES Some super-heroic adventurers have to walk through town to get to the bad guy or wherever they are going. Some super-heroic adventurers wish they had the super-heroic power of Exact Change for their bus fair to get around. Some super-heroic adventurers, however, roll into town with style. These few have access to a super-vehicle, an extraordinary breed of vehicle. The Super-vehicle: Super-vehicles have the same stats of a normal vehicle of its type and can be modified with any Vehicle Enhancments appropriate to its type. All super-vehicles are under mental control by their possessor which gives the the possessor the ability to control the super-vehicle as if he had the Remote Control power ( This ability only works with the character's super-vehicle ). Destroyed super-vehicles can also be reconstructed by a character via taking on a 500 point Experience Tithe. The vehicle will reform in 2d4 rounds. Super-vehicles also have super-vehicle power. Each super-vehicle is granted one of the super-vehicle powers detailed below upon creation. SUPER FUSION Range: Vehicle Activation Cost: 4 PP Sustained Cost: None Time Taken: Standard Action (To shift) A character can cause his bike to take on a super-powered form. The vehicle becomes fused with a type of energy that will replace some of the vehicle's features depending on energy type. The character must select the type of energy the vehicle evokes when it shifts into this form. This selection is permanent: Pure Energy: The vehicle gains no special modifiers. The vehicle will have faint glow about it. Fire/Heat: Anyone touching or striking the vehicle unarmed will take 1d4 damage and the vehicle may set flammable materials alight with a touch. The vehicle will suffer +2 damage from Ice/Cold based attacks while shifted. The vehicles tires become composeds of pure flame and flames dance about the body of the vehicle sporadically and the vehicle will leave a trail of flame in its wale. The driver and any passengers are unharmed by these flames. Ice/Cold: Anyone striking the vehicle in unarmed combat will suffer a -1 penalty on all attack rolls and Dex related actions for 1d6 rounds. The effect is cumulative. The vehicle will suffer +2 damage frin Fire/Heat based attacks while shifted. The vehicle will be sheathed in a thin film of ice. The driver and any passengers are unaffected by this ice. Light: The vehicle may shift visibility up one step (from darkness to partial and from partial to full) for up to twenty feet in all directions. The vehicle will suffer +2 damage from darkness-based attacks while shifted. The vehicles's body takes on the appeance of brilliant light in the shape of the vehicle. Darkness: The vehicle may shift visibility up down step (from full to partial and from partial to darkness) for up to twenty feet in all directions. The vehicle will suffer +2 damage from light-based attacks while shifted. The vehicles's body takes on the appeance of pure darkness in the shape of the vehicle. Electricity: Anyone striking the vehicle in unarmed combat or with a metal weapon will suffer 1d4 damage. The character must make a drive/pilot check ( DC:18 ) when exposed to large quantities of water (rain storm, immersion in lake ) or be forced back into its normal form. (This energy type is non combatible with water craft.) The vehicle's body will dance with electrical energies. A vehicle in shifted form gains the following: -The vehicle does not require fuel. -The vehicle gains DR +3 -The vehicle's speeds are increased by 10 - The vehicle gains a +1 to maneuver Shifting back to unenergized form is a free action. [/QUOTE]
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