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The Big Book of Super Powers - brief submission ideas?
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<blockquote data-quote="Blacksad" data-source="post: 343181" data-attributes="member: 1359"><p><strong>power</strong></p><p></p><p>Improved Carrying Capacity</p><p>Base Rank: 2 (0)</p><p>Effect: you double your carrying capacity.</p><p></p><p>Increased Effect</p><p>Ranks: 1</p><p>Extra Effect: double again your carrying capacity.</p><p>Multiple? Yes</p><p></p><p>New Size</p><p>Base Rank: 0</p><p>Effect: You get a new size of your choice, it affect carrying capacity, bull rush, face/reach, AC/attacks, unarmed damage, the size of weapon you can use and some skills. Use table 8-86 to determine the cost of this power, adding an extra 1 point cost for each size increase.</p><p>Special Notes: Zidi, after angering a dragon got cursed, and became Diminutive in size to represent this she might take the power new size at a cost of 9 HrPs (3+6), if the curse was to make her large the power would cost 4 HrPs (1+1+1+1) because there is 2 increase. If you want to be able to change your size, use the Sizeshift power. This power is a inspired by a mix of mighty lifting, sizeshift, circumstance restriction and the always active restriction.</p><p></p><p>Evasive Body: Evasion for fort save</p><p>Evasive Mind: Evasion for will save</p><p></p><p>Imbue weapon: a power that imbue your weapon with magic weapon abilities (flaming, etc...)</p><p></p><p>Imbue Armor: same thing for armor</p><p></p><p>Imbue object: using the chart for hero point due to gp deficit, the ability to give magical power on an object (it shouldn't cost too much, because the object is still as easily destroyed as a normal item, the difference is that you can get a new one quickly, how quickly might determine the cost).</p><p></p><p>Heal Things: heal power on construct and machines (restriction); on undead; on plants; etc...</p><p></p><p>New type of gadget</p><p>Encompassing Gadget: </p><p>You must be inside or on an Encompassing gadget to use it. You can enter or get out of an encompassing gadget as a move-equivalent action. Encompassing gadget can be attacked without drawing attack of opportunity. You can have more than one power tied to an encompassing gadget. To determine its AC add 10 to half the average cost of the powers round-down, and you add all HrPs to determine hit-points, multiplied by size as follow: double for each size category above medium-size, and halve for each category under, hardness equal one-half rounded down of the cost of the most priced power.</p><p></p><p>Restriction</p><p>Encompassing Gadget</p><p>Total HrPs Reduction: -0 to -2</p><p>If you can be attacked while using an encompassing gadget, you can subtract 2 HrPs from one or 1 HrPs from two powers of the gadget, if you have partial cover, you can subtract 1 HrPs, if you have full cover you don’t gain any HrP.</p><p></p><p>Circumstance Reduction: restriction or circumstances that reduce the strength of a power but do not cancel it.</p><p></p><p>and with that, new rules for fatigue, so that fatigued character who choose a special restriction, have reduced power, until they faint when they loose all their power. It will make the Endurance feat a bit too good, but it would allow to have a more elegant way of handling limited power than with a pool of power point spent on using power.</p><p></p><p>Any monster ability (big list in the DMG)</p><p></p><p>Buckler: An alternate shield power, something that allow to make a limited number of attack roll per round opposed by the monster attack roll to cancel the monster attack, or something else: the currnt shield power doesn't feel right IMO.</p><p></p><p>Change colour: the ability to change the colour of things.</p><p></p><p>Change Terrain: the ability to modify the landscape.</p><p></p><p>Limited Usage: (variant) something that grant HrPs instead of reducing the cost of the power, based on the number of times per day (hour, week, whatever),that you can use the power.</p><p></p><p>Type: you are considered to be an outsider (or beast or vermin,etc...).</p><p></p><p>Subtype: you are considered to be an elf (or goblinoid, or cold, etc...).</p><p></p><p>No Racial Abilities: you have no standard racial abilities 4 HrPs bonus (this is to create character without the skill bonus of human, etc..).</p><p></p><p>Abilities decrease: physical 2HrPs mental 1HrPs: -2 to an ability</p><p></p><p>hardness: you gain hadness</p><p></p><p>object: you gain object immunities (half energy damage, etc...).</p><p></p><p>class abilities:</p><p>Full Damage Reduction: as per barbarian/dwarven defender damage reduction</p><p>Sneak Attack: as per the rogue ability</p><p>Uncanny Dodge: bonus vs Trap</p><p>Skill Mastery, etc...</p><p></p><p>Improved Spell List: allow a spellcaster to add a new spell to his class list (this does not grant new spell know).</p><p></p><p>Spontaneous casting: allow to convert a spell into another (this one is to be treated carefully to prevent wizards from having the full capacity of a sorcerer with extra HrPs due to gp deficit).</p></blockquote><p></p>
[QUOTE="Blacksad, post: 343181, member: 1359"] [b]power[/b] Improved Carrying Capacity Base Rank: 2 (0) Effect: you double your carrying capacity. Increased Effect Ranks: 1 Extra Effect: double again your carrying capacity. Multiple? Yes New Size Base Rank: 0 Effect: You get a new size of your choice, it affect carrying capacity, bull rush, face/reach, AC/attacks, unarmed damage, the size of weapon you can use and some skills. Use table 8-86 to determine the cost of this power, adding an extra 1 point cost for each size increase. Special Notes: Zidi, after angering a dragon got cursed, and became Diminutive in size to represent this she might take the power new size at a cost of 9 HrPs (3+6), if the curse was to make her large the power would cost 4 HrPs (1+1+1+1) because there is 2 increase. If you want to be able to change your size, use the Sizeshift power. This power is a inspired by a mix of mighty lifting, sizeshift, circumstance restriction and the always active restriction. Evasive Body: Evasion for fort save Evasive Mind: Evasion for will save Imbue weapon: a power that imbue your weapon with magic weapon abilities (flaming, etc...) Imbue Armor: same thing for armor Imbue object: using the chart for hero point due to gp deficit, the ability to give magical power on an object (it shouldn't cost too much, because the object is still as easily destroyed as a normal item, the difference is that you can get a new one quickly, how quickly might determine the cost). Heal Things: heal power on construct and machines (restriction); on undead; on plants; etc... New type of gadget Encompassing Gadget: You must be inside or on an Encompassing gadget to use it. You can enter or get out of an encompassing gadget as a move-equivalent action. Encompassing gadget can be attacked without drawing attack of opportunity. You can have more than one power tied to an encompassing gadget. To determine its AC add 10 to half the average cost of the powers round-down, and you add all HrPs to determine hit-points, multiplied by size as follow: double for each size category above medium-size, and halve for each category under, hardness equal one-half rounded down of the cost of the most priced power. Restriction Encompassing Gadget Total HrPs Reduction: -0 to -2 If you can be attacked while using an encompassing gadget, you can subtract 2 HrPs from one or 1 HrPs from two powers of the gadget, if you have partial cover, you can subtract 1 HrPs, if you have full cover you don’t gain any HrP. Circumstance Reduction: restriction or circumstances that reduce the strength of a power but do not cancel it. and with that, new rules for fatigue, so that fatigued character who choose a special restriction, have reduced power, until they faint when they loose all their power. It will make the Endurance feat a bit too good, but it would allow to have a more elegant way of handling limited power than with a pool of power point spent on using power. Any monster ability (big list in the DMG) Buckler: An alternate shield power, something that allow to make a limited number of attack roll per round opposed by the monster attack roll to cancel the monster attack, or something else: the currnt shield power doesn't feel right IMO. Change colour: the ability to change the colour of things. Change Terrain: the ability to modify the landscape. Limited Usage: (variant) something that grant HrPs instead of reducing the cost of the power, based on the number of times per day (hour, week, whatever),that you can use the power. Type: you are considered to be an outsider (or beast or vermin,etc...). Subtype: you are considered to be an elf (or goblinoid, or cold, etc...). No Racial Abilities: you have no standard racial abilities 4 HrPs bonus (this is to create character without the skill bonus of human, etc..). Abilities decrease: physical 2HrPs mental 1HrPs: -2 to an ability hardness: you gain hadness object: you gain object immunities (half energy damage, etc...). class abilities: Full Damage Reduction: as per barbarian/dwarven defender damage reduction Sneak Attack: as per the rogue ability Uncanny Dodge: bonus vs Trap Skill Mastery, etc... Improved Spell List: allow a spellcaster to add a new spell to his class list (this does not grant new spell know). Spontaneous casting: allow to convert a spell into another (this one is to be treated carefully to prevent wizards from having the full capacity of a sorcerer with extra HrPs due to gp deficit). [/QUOTE]
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