Body Power
|
-
Body Power (Altered Metabolism)
-
The character's natural need for water and moisture is met by normal food
consumption (all food contains water). Also, the character does not
sweat, and all bodily wastes are excreted in compact, dehydrated form.
The character never needs to bathe or shower and is very difficult to track
by scent.
-
Body Power (Characteristic Boost)
-
This is a modified form of the Heightened Characteristics powers. The character
has 3d10 bonus points to distribute to her characteristics any way the player
desires.
-
Body Power (Detonation)
-
The character can instantly convert his body mass to energy with explosive
results. The body parts congeal to vaporous then solid form within seconds,
allowing him to use the same part again for his next acon. The detonation
power boosts normal HTH attacks. Hand or foot is HTH + 3 "to hit", HTH +
1d8 damage, PR = 1. Arm is HTH + 4 "to hit", HTH + 1d10 damage, PR = 2. Leg
is HTH + 5 "to hit", HTH + 1d12 damage, PR = 3. Whole body attacks everything
in a 3" radius as HTH + 6 "to hit", 3d10 damage, PR = 8. He suffers no adverse
affects from discorporate body parts. The duration of discorporation is
essentially too short to provide any defensive bonus (although Non-corporealness
defense may apply at the GM's discretion). There are two additional uses
for the power: Boosted Jump and Mega-Detonation. By exploding both feet
simultaneously, the character can double his jumping distance, PR = 2. By
exploding both legs simultaneously, jumping distance is multiplied by five,
PR =4. The Mega-Detonation power channels all his physical reserves
into one massive explosion: 8d10 to 10", 4d10 to 20", 2d10 to 40", 1d10 to
80". The Mega-Detonation places such enormous strain on the character's
system that it counts as a Death Touch attack (save normally). If he survives
the Mega-Detonation he requires 1d4 hours to recorporate, appearing anywhere
within the area of effect.
-
Body Power (Dual-Encephalon)
-
The character has two brains. Each has the same INT and CHA scores and each
can take full control over the body if the other becomes disabled, incapacitated
or loses control. Thus, for a Mind Control or Emotion Control attack to work,
it must succeed against each brain separately. Each brain can act normally
on the character's phases. Essentially, this gives the character one free
action each phase. The brains normally act in perfect harmony, except when
one is incapacitated. Dual-encephalony has the additional benefit of adding
+1d8 INT, +1d4 CHA and +2d10% to Detection rolls. If one brain is permanently
slain, these bonuses are lost.
-
Body Power (Extra Attacks)
-
Whenever the character makes multiple attacks in one phase, or has multiple
phases per turn, the PR cost of the actions is reduced by two per phase.
Thus, the character gains one "free" attack on his first phase, and each
phase after the first is "free" (unless he makes multiple attacks).
-
Body Power (Fast Recovery)
-
By spending one action per turn the character can recover E/10 (round up)
points of Power. If the character has both Regeneration and Fast Recovery,
he can spend one action per turn on each, but he can use only one of them
per turn (player's choice at the time) while incapacitated or unconscious.
-
Body Power (Heat Vision)
-
The character can generate beams of searing heat from her eyes. This power
attacks as Flame Power, and does 2d8 damage to A×2" range. PR = 2.
-
Body Power (Heightened Carrying Capacity)
-
The character has a far greater than normal carrying capacity without a change
in the Strength or Endurance Characteristics. If necessary, this could be
justified as stronger muscles without the same structural or metabolic changes
that affect Hit Points, Movement, Power, etc.
First, calculate the character. s CC normally. Second, roll 3d10; the result
is the permanent multiplier to the character. s calculated CC.
A common variant is to increase the multiplier a couple points, but it is
not permanent and has a PR=1 per turn.
-
Body Power (Perfect Hair)
-
This character has an altered metabolism and enhanced karma that makes him
extremely handsome, but more importantly it permits him to always be attractive
and well groomed. His hair only moves when dramatically appropriate. He never
breaks a nail or has body odor or bad breath. He never has anything stuck
in his teeth. Tar doesn't stick to him (a Last Action Hero refence).
In most "four-color" campaigns, it can be assumed that everyone has this
power, and it only fails when it is important to the story.
-
Body Power (Performance Boost)
-
All five of the characters senses are now slightly better than normal (+2%
Detection rolls), and a general improvement in all physical and mental endeavors
(+1d4 to each Characteristic). The character has perfect health and
good looks (but not Perfect Hair). The character's boosted reflexes
also give a +1 "to hit" with HTH attacks.
-
Body Power (Personal Force Field)
-
The character can generate a personal force field that appears as a glowing
nimbus of light. The force field provides both Heightened Defense and Adaptation
(defense only). PR=1 per turn, paid during the between-turns phase. It costs
movement only to turn the personal force field on or off.
-
Body Power (Prehensile Wings)
-
Here is an idea to adapt Body Power (or Avian Powers Special) to Wings and
have Prehensile Wings. This character's wings are each normally about eight
feet long (assuming standard human height), but the bone and muscle structure
can telescope to sixteen feet for extra reach or extended soaring on thermal
updrafts. The wings also make nice bludgeons and battering rams when not
trying to fly with them. The strong, flexible wingtips can be used as [poor]
hands, like a monkey uses its tail or feet.
-
Body Power (Reflective Skin)
-
The character's skin is highly reflective, and all energy attacks bounce
back (reflected) back on the attacker. q.v. Mirrorman from Most
Wanted Volume 3.
|