New powers and superfeats for 4C2F

Morrus

Well, that was fun
Staff member
OK, those of you who have bought the book probably know there's a big superpowers book coming out in 3 months or so.

In the meantime - why not post some power and superfeats here? If they're good, we might even use them and credit you in the book (so if you don't want us to, either say so or don't post!)

These here are very rough and off the top of my head, and will probably need some tweaking before I get them "right", but I wanted to get the ideas out there.

Superfeats

Defensive Sizeshift [super]
You can rapidly reduce your size in combat to avoid a blow or confuse an opponent.
Prerequisites: Sizeshift
Benefits: Once per round, as a move-equivalent action, you may use your size shift ability to rapidly change size during combat or as a reaction to an attack. You gain an additional +1 AC bonus for each category of size that you shift, in addition to any AC benefits given to creatures of your resulting size. You may not shift more than one size category per round (as usual).

Improved Sizeshift [super]
You are able to make substantial size-shifts in one round.
Prerequisites: Sizeshift
Benefits: You are not limited to altering your size by one catagory per round.
Special: You can use this with the Sizeshift superpower, and also in conjunction with the Defensive Sizeshift seuperfeat.

Superpower

Energy Reservoir
Base rank: 1
Effect: You have a limited amount of energy stored as virtual ranks (equal to the number of ranks you have in this power). This energy is used to fuel your other superpowers. You may only use it to fuel superpowers in which you have at least one rank.
As you use superpowers, you may draw from this pool of energy to increase the rank of that superpower. For example, if you have 12 ranks of energy stored, you may power an energy blast with 2 ranks, leaving you with 10 ranks to spend.
Your energy pool recharges at a rate of one rank per hour.

Note - if you have the Energy Capacitor and Energy Absorbtion abilities, you may directly recharge your energy pool by absorbing energy.

Enhancements - 1 rank - Increased Effect: you gain an addiitonal virtual rank in your energy pool - Multiple: yes.

This one requires a little thought and tweaking for certain. One other thing that would be sueful is a global restriction that can be applied to any power, which makes it impossible to use that power without charging it with energy from your energy pool. The minimum amount of energy would be the base rank of the power being charged. I'd suggest that the superpowers must be bought at their base rank (only) and have a 2HrP restriction called "Energy Dependent".

The one other thing to bear in mind with this power is the effect on persistent powers. The energy cost would only be applied when the power is actually used (as opposed to just being there in the background). I'd suggest a round-by-round cost dependent on how much energy is required to accomplish tasks in that round.

As I mentioned, this isn't fully thought out and will require some tweaking. Thoughts/comments are welcome!
 
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OK, here's a few...

Omnigizmo: This power allows you to allocate a pool of undefined Hero Points, which can be used to buy powers on the fly, as a free action. Your character is not, in reality, 'creating' the power; the character 'always had' the power, and just 'happened to remember it' at the crucial moment. This is why Batman always has the right thing in his utility belt, Green Arrow has the right arrow in his quiver, etc.

Once committed, the OmniGizmo cannot be changed until the character has had time to go back to the lab/home base/etc.

For every 6 ranks in OmniGizmo, the character recevies 4 HrPs to use. These may be used on a single power (subject to the usual limits on ranks/level) or split.

Example: Stalker has 12 ranks in OmniGizmo, giving him 8hrps to spend at will, when needed. A bit of bad luck sees him shoved off a rooftop and plunging to his doom. Fortunately, he happened to have a mini-glider concealed in his cape. He commits his 8hrps to Flight, and zooms back to show the miscreant that "Nobody stalks the Stalker!"
 

Some D&D powers

Arcane Reserve
Base rank: 1
Multiple: Yes (1)
Effect: You may prepare additional spells each day.

The number of spells prepared, plus the sum of the spell slot levels prepared cannot exceed your Arcane Reserve ranks.

Example: If you had 4 ranks in Arcane Reserve, you could prepare: 2 1st level spells, or 4 0th level spells, or 1 3rd level spell.

Arcane Pact
Base rank: 1
Multiple: Yes (1)
Effect: You know additional spells.

The number of bonus spells known, plus the sum of the spell levels cannot exceed your Arcane Pact ranks. Once you have selected a spell to be known via Arcane Pact, you cannot change this spell. These known spells must be on your spell list.
 
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"Everything has a weakness"

Feat
You can inflict criticals even on creatures normally immune to them.
Prerequisites: Dex 25+, Improved Critical
Each time this feat is chosen, pick one type of creature normally immune to criticals: Undead, Constructs, Slimes/Oozes, etc. You may know inflict criticals as normal on these types of creatures. You must use the weapon or power you have the Improved Critical on.
 

(this space for reserved... I intend to contribute to this thread as soon as I thoroughly familiarize myself with 4CTF ;) )
 
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