RolePlay onLine RPoL Logo

, welcome to Scary Stories About Us

23:39, 24th April 2024 (GMT+0)

Cole Brooks' Stuff.

Posted by Keeper of SecretsFor group 0
Keeper of Secrets
GM, 10 posts
Wed 8 Feb 2023
at 23:01
  • msg #1

Cole Brooks' Stuff

Tba
Keeper of Secrets
GM, 14 posts
Tue 5 Dec 2023
at 22:55
  • msg #2

Cole Brooks' Stuff

Codename:   Cosmic Ray II
Character Name: Guy West
Player:         Coley
Alignment:      Principled

OCC: Mystically Bestowed Object "The Cosmic Converter"
Cash on Hand: $2000
Job: Nope
Home: Parent's House
Automobile: HaHaHaHa!
Life Savings: None

Education Level:   High School
Experience Level:  1
Experience Points: 0

Nat AR:  -- (0  / 14)
SDC:     55 (465/675)
HPs:     18 (78 / 83)
CArm:   000 (0)
ISP:    000 (0)
PPE:     80 (180)
Chi:     16 (26)

Normal Attributes

IQ:  22 +8%
ME:  12 +0 vs Psionics and Insanity
MA:  12 00%
PS:  12 +0 Carry 120lbs(54.5kg), Lift 240lbs (109.0kg)
PP:  10 +0 Strike/Parry/Dodge
PE:  12 Save vs Coma/Death +20%, Save vs Disease/Magic/Poison/Toxins +0
PB:  12 00%
Spd: 14 10mph(00kph)

Transformed Attributes

IQ:  22 +8%
ME:  18 +2 vs Psionics and Insanity
MA:  20 60% Trust/Intimidate
PS:  45 +30 Carry 4500lbs/2.25tons(2045.5kg), Lift 9000lbs (4091.0kg)
PP:  18 +0 Strike/Parry/Dodge
PE:  40 Save vs Coma/Death +60%, Save vs Disease/Magic/Poison/Toxins +8
PB:  16 30%
Spd: 66 45mph(00kph)

Magnetic Force Aura Attributes

IQ:  22 +8%
ME:  18 +2 vs Psionics and Insanity
MA:  20 60% Trust/Intimidate
PS:  60 +45 Carry 12,000lbs/6 tons(5454.5kg), Lift 18000lbs/9 tons (8182.0kg)
PP:  18 +3 Strike/Parry/Dodge
PE:  45 Save vs Coma/Death +45%, Save vs Disease/Magic/Poison/Toxins +8
PB:  16 30%
Spd: 66 42mph(00kph)
Flight Speed: 220mph(000kph)

Combat Bonuses
Hand to Hand: Basic

Attacks Per Melee: 7
Armor Rating     : 0(14)

Initiative: +1 (+3)
Strike:     +1 (+6)
Dodge:      +3 (+10/+12)
Parry:      +3 (+8)
Roll:       +5 (+10)
Pull Punch: +5 (+7)
Disarm:     +1 (+5)
Flip/Throw: +1 (+5)
Crit:        20
KO:          20

Combat Maneuvers
Entangle
Disarm
Body Block/Tackle 1d6
Restrained Punch 1d4
Punch 1d6
Power Punch 1d10
Backhand 1d6
Elbow 1d6
Kick 1d6
Arm Hold
Body Hold
Pin/Incapacitate 20
Automatic Knockout on Nat 20
Dodge
Parry
Automatic Parry
Roll with Impact


Saving Throws

Lethal Poison (14):     +0/+8
Non-Lethal Poison (16): +0/+8
Harmful drugs (15):     +0/+8
Insanity (12):          +0/+2
Disease (14):           +0/+8
Psionics (12):          +0/+2
Horror Factor (varies): +2/+6
Spell Magic (12):       +2/+8
Ritual Magic (16):      +2/+8
Illusion (14)           +0/+2
Possession (14)         +1/+4

Special Abilities / Powers
Mystical Transformation Abilities
1. Creates a costume or "battle dress" out of thin air. Appears muscular,
strong, healthy and youthful.
2. +1 to save against magic of any kind
   +1 to save vs possession at levels 1, 3, 6, 9, 1 2, and 1 5.
   +2 to save vs Horror Factor at levels 1, 3, 5, 7, 9, and 1 .
   +2 on initiative.
   +2 to pull punch.

Major Power: Force Aura
The superbeing can surround his body with a powerful energy field that augments
physical strength and protects like armor to shield him from harm. When the
force aura is activated, the character is surrounded by a pale glow that
radiates 1-2 feet (0.3 to 0.6 m) around the body. At fourth, eighth and 12th
level of experience, the character can extend the force aura around one additional
person, but they must be within four feet (1 .2 m), and none of them can move
from where they stand. They can still defend themselves or attack, but are
rooted to that spot.
1. Bonuses when Force Aura is in place:
   +4 roll with punch, fall or impact. +10 to PS, which is considered to be
   Superhuman. +4 to PE Recovers at a rate of 4D6 SDC. Per 10 minutes.
   Natural AR. 14; all attacks 14 and under do no damage, those 15
   and higher inflict damage to the force field.
   200 S.D.C. +10 per level of experience; the aura works as a
   natural armor rating and defense.
   Awe Factor (optional): 10
2. Limitations: While the aura is active, the character cannot physically touch
   anyone with his bare hands/skin; the force aura serves as a barrier. However
   , he may still punch or kick, but it is the force field that actually touches
   his opponent. He can also use and strike with a weapon that he held in his
   hand prior to activating the aura if it is longer than two feet (0.6 m).
   When multiple people are protected, the aura must be dropped to move, touch
   anything, to pick up and use weapons or tools (unless they are giant-sized,
   but such items are used at a penalty of -1 to strike and/or parry) or to
   perform most skills.

Major Power: Magnetism
The power to direct, control, and manipulate aspects of magnetic forces.
1. Attract Metal: The character can attract or pull to him up to 3000 lbs
   (1350 kg) of iron or iron alloys. To magnetically affect the object, it must
   have at least a 20% iron/steel composition. The strength of the pull is equal
   to an attribute of a Superhuman P.S. of 30. Furthermore, the character can
   also use his power of magnetism to lift and carry such weight with relative ease.
   Maximum Weight which can be attracted is 3000 Ibs (1350kg), plus 20 lbs (9 kg)
   per level of experience.
   The magnetic force can be focused on one specific target or a 160 foot (48.8 m)
   area. In the latter case, he attracts everything that has metal. Thus, the
   character can pull a gun out of somebody's hand, pull somebody to him by the
   buckle on their belt, pull or tear a car door off its hinges, and so on.
   Range: 160 feet (48.8m) +5 ft (1 .5 m) per experience level.
   Damage: None, unless the superbeing uses the power to pick up and then throw
   the object (cancelling the magnetic attraction and repelling it). Heavy objects
   up to 3000lbs (1350kg) can be thrown up to 30 ft (9 m), while those weighing
   under 200lbs (90kg) can be thrown 100 feet (30.5 m); +1 to strike. Impact/crushing
   damage will vary dramatically, see some guidelines under #2. 2000+ pounds (900+ kg)
   should do approximately 1d6x100 damage.
   Duration: Regulated by the character.
   Attacks Per Melee: Each use of the magnetic force counts as one melee attack/action.
   Using the power of magnetism to lift and throw a heavy metal object counts as two
   attacks.
2. Hurl or Repel Metal Objects: In many ways, this ability is the reverse of the
   attract metal power. The character can repel objects which are at least 20% iron.
   This repelling action sends metal objects flying and can be focused against one
   specific item, several objects or any small metallic objects within a 20ft (6 m)
   radius around the character. To send one or more objects flying, the superbeing
   must either touch them or look at them and will it (must be within 10ft (3m) of
   the metal objects). To repel all metal items around him uses up all melee attacks
   , and they fly off in an uncontrolled manner; no strike bonus - a scattershot type
   attack. Flying objects can make excellent weapons.
   Range: By touch or line of sight within 10 feet (3 m) or 20 foot (6 m) radius
   around the character.
   Maximum flying/throwing distance is 200 feet (61 m) +10ft (3m) per level of
   experience.
   Duration: Regulated by the character.
   Attacks Per Melee: Equal to the character's total hand to hand melee attacks.
   Aimed Shot: +2 to strike with 1-4 items launched at the same target.
   Damage from magnetically thrown objects: Varies with the weight and size.
A. Tiny Items such as paper clips, keys, pens, bottle caps, and
   similar items, sting when they hit, but do no damage.
B. Small Items weighing a half pound to one pound inflict 1d4
   damage each.
C. Small Items weighing 2-6lbs (0.9-2.7kg) inflict 1d6 damage. If a weapon, dagger,
   sword, spear, etc. it will inflict the damage normal for that weapon. Bullets
   magnetically launched, not fired from a gun, will do half their normal damage.
D. Medium Items weighing 10-25lbs (4.5-11.3kg) inflict 2D6 points of damage. If a
   weapon, dagger, sword, spear, etc., it will inflict the normal damage for that
   weapon.
E. Large Items weighing 30-60lbs (13.6-27.2kg) inflict 3D6+2 points of damage each.
F. Heavy Items weighing 70-100lbs (21.7-45 kg) inflict 6D6+4 points of damage each.
G. Large or Heavy Items weighing 120-200lbs (54-90kg) inflict 1D6x10+6 points of
   damage.
H. Large or Heavy Items weighing 210-350lbs (95-157kg) inflict 2D6x10 points of
   damage.
Note: Repelling numerous metal objects is similar to firing a wild gun burst; only
   a handful of items will hit, but several targets are struck simultaneously.
3. Magnetic Field: By placing a magnetic field around himself the character can stop
   or deflect metal objects, including thrown items and even automobiles. Speeding
   automobiles, large missiles, rockets and characters traveling at superspeed (and
   wearing metal) will see their speed reduced by 50% the moment they enter the
   magnetic field, which gives the superbeing an opportunity to dodge with a bonus
   of +2.
   The magnetic field will also erase any magnetic tapes (computer and video tapes
   included), disrupt electrical frequencies, and reduce electrical attacks by half
   damage.
   The character can also use the field to propel himself toward (or away from) any
   iron object that is equal to or greater than his own body weight. Maximum speed
   of travel is about 20mph (32km), and has a very limited range of 200 feet (61 m)
   plus 10 ft(3m) per level of experience. This same ability can enable the character
   to hover, levitate/rise straight up into the air, or appear to walk in mid-air.
   Range: Self (a tight field) or up to a 30 foot (9 m) circle with the character in
   the center.
4. Magnetic Touch: The character can make a small magnetic field around his hands
   and/or feet enabling him to climb or cling to metal objects (vehicles, doors,
   gates, towers, construction beams/girders, etc.) that have at least 20% iron.
   This magnetic grip is equal to double his normal P.S. making it virtually
   impossible to pull him or it loose or to lose his grip. Thus he can scale the
   outside of buildings by using magnetism on the metal girders underneath the
   concrete or brick facade, cling or climb along the bottom of a helicopter, and
   so on.
5. Magnetize Objects: The superbeing can make an iron object temporarily magnetic.
   Magnetized items are much like the kind of magnets available in the commercial
   market. They are most suitable for attaching to iron or steel objects. The time
   required to magnetize an object is five minutes per every one pound of weight.
   Range: Touch
   Duration: 2D4 days.
6. Other Abilities:
   Accurately sense magnetic north.
   Accurately sense the presence and location of magnets or magnetism up to 1000ft
   (305m) away.
   Sense Iron: The magnetic empowered character can sense the presence (and vague
   location) of iron, steel and iron alloys within a 30ft (9m) radius. The exact
   size of the item or items is impossible to discern. Impressions will be felt
   as to whether there is much, little, or none. Location will be sensed as nearby
   or at the edge of the range. This ability can be used to detect objects and ore
   beneath the ground up to 1ft (0.3m) deep per level of experience.
   Is himself impervious to the effects of magnetism from other superbeings; each
   one's power cancels out the other's.

Minor Power: Extraordinary PS
This character possesses astounding physical strength. Although this strength is in
the realm of human capability, this character does not need the hours of daily
exercise to maintain it.
1. Bonuses:
   Add 18 to PS
   Can carry 100 x PS of weight in lbs and can lift 200 x PS of weight in pounds
   (1 pound equals 0.45 kg).

Minor Power: Extraordinary PE
An extremely tough individual who can withstand a great amount of physical strain
or punishment. Fatigues at one tenth the normal rate.
1. Bonuses:
   Add 10 to the PE attribute; take note of bonuses to save vs toxins and coma (see
   PE attribute bonuses).
   Add 150 S.D.C.
   Add 15 to Hit Points, plus 1D4 per level of experience.

Minor Power: Wingless Flight
The impressive ability to fly without any apparent means of propulsion.
1. Bonuses: Speed 200 mph (321 km), plus 20 mph (32 km) per level
   +1 attack per melee.
   +2 to strike.
   +2 to parry.
   +4 to dodge when hovering or flying under 80 mph/1 28 km.
   +6 to dodge when flying around 90 mph (1 44 km) or faster.
   +4 to damage for every 20 mph (32 km) of flight speed.
   +40 to S.D.C.

Skills
Pilot: Automobile                       42%  +2%/lvl
Mathematics: Basic                      98%
Speak English:                          98%
Read & Write English:                   95%


Electrical Skill Program
Electrical Engineer                     58%  +5%/lvl
General Repair/Maintenance              53%  +5%/lvl
Basic Mechanics                         58%  +5%/lvl
Computer Operation                      53%  +5%/lvl
Computer Repair                         53%  +5%/lvl
Circuit Board Micro-Electronics         53%  +5%/lvl

Science Skill Program
Computer Programming                    43%  +%5/lvl
Mathematics (Advanced)                  88%  +%5/lvl
Chemistry                               63%  +%5/lvl
Physics                                 58%  +%5/lvl
Biology                                 63%  +%5/lvl
Astrophysics                            48%  +%5/lvl

Chemistry
Three of choice.

Secondary Skills (10)
Astronomy                               58%  +5%/lvl
TV/Video                                43%  +5%/lvl
Athletics(General)
Boxing
Radio: Basic                            53%  +5%/lvl
First Aid                               58%  +5%/lvl
Read Sensory Instruments                53%  +5%/lvl
Language: Japanese                      63%  +5%/lvl
Literacy: Japanese                      63%  +5%/lvl
Navigation                              63%  +5%/lvl
Hand to Hand: Basic


WP Skills


Weapons


Body Armor


Other Gear


This message was last edited by the GM at 15:42, Wed 06 Dec 2023.
Keeper of Secrets
GM, 15 posts
Tue 5 Dec 2023
at 22:57
  • msg #3

Cole Brooks' Stuff

Codename:       Doctor Aether
Character Name: Eduard Voltaire
Player:         Coley
Alignment:      Scrupulous

OCC: Empowered Hero
Impairment: Stranded in the Aethereal Realm.
Emotional Inspiration: A Debt to Be Paid.
Compensation: Super Abilities to Compensate.

Education Level: Ph.D: Brother of Physics (College)
Experience Level:  3
Experience Points: 0

Nat AR:  00
SDC:     45 + 40
HPs:     20
CArm:   000
ISP:    000
PPE:     75
Chi:    000

Normal Attributes

IQ:  24 +10%
ME:  24 +5/+7 vs Psionics and Insanity
MA:  18 50% Trust/Intimidate
PS:  10 +0 Carry 100lbs(45.5kg), Lift 200lbs (91.0kg)
PP:  10 +0 Strike/Parry/Dodge
PE:  15 Save vs Coma/Death +3%, Save vs Disease/Magic/Poison/Toxins +0
PB:  14 20% Charm/Impress
Spd: 15 10mph(00kph)


Combat Bonuses

Attacks Per Melee: 5
Armor Rating     : 0

Initiative:  +2
Strike:      +3
Dodge:       +5
Parry:       +5
Roll:        +7
Pull Punch:  +2
Disarm:      +0
Flip/Throw:  +0
Crit:        20
KO:          20

Combat Maneuvers
Entangle
Disarm
Body Block/Tackle 1d6
Restrained Punch 1d4
Punch 1d6
Power Punch 1d8
Backhand 1d6
Elbow 1d6
Kick 1d6
Karate Kick 2d4
Tripping/Leg Hooks No damage, Knocked down
Arm Hold
Body Hold
Pin/Incapacitate 20
Backflip
Automatic Knockout on Nat 20
Dodge
Parry
Automatic Dodge
Roll with Impact


Saving Throws

Lethal Poison (14):     +0
Non-Lethal Poison (16): +0
Harmful drugs (15):     +0
Insanity (12):          +7
Disease (14):           +0
Psionics (12):          +5
Horror Factor (varies): +10
Spell Magic (12):       +5
Ritual Magic (16):      +5
Illusion (14)           +5
Possession (14)         +5

Special Abilities / Powers
Major Power: Aethereal Force Manipulation (PU3 pg64)
The super being can generate and manipulate a force that is neither energy
nor matter, but something akin to Telekinesis.
1. Lift and Hold Objects: Similar to Telekinesis, the pulling force can be
   used to lift/drag objects or people into the air and hold them there.
   The object/victim can be made to fly across the room or to simply be
   suspended a few feet off the floor. The object or victim being held by
   this power can also be spun around, flipped upside down or moved around
   as desired. But this power is not Telekinesis, so it cannot be used to
   flip switches, push buttons or perform any fine manipulation of the objects
   being held.
   Maximum Weight: 500 pounds (225 kg) + 100 pounds (45kg) per level of
   experience.
   Range: 200 feet (61 m) +20 feet (6.1 m) per level of experience.
   Duration: The object can be held suspended until the character ceases his
   concentration.
   Damage: The object/victim being held can be smashed off the ground or other
   solid object, taking 2D6 points of damage.
   Attacks per Melee: Fortunately, only minimal concentration is required ,
   enabling the character to engage in combat or other actions while using this
   ability. However, the character must spend one melee attack/action per round
   to maintain the effect. Failure to do so means the object/victim being held
   comes crashing to the ground. Multiple objects can be held, provided that the
   character has sufficient attacks/actions per melee round to hold each of them.
   Bonus: +6 to strike when slamming the held object/victim off a specific target.
2. Crush Objects: Another ability available with this power is that of crushing
   an object/victim held in its pull. The object is crushed by "pulling" its
   outsides towards the center with the full force of the power.
   Note the object must first be held with the Lift and Hold Objects ability
   before it can be crushed, and the attacks/actions per melee needed are
   accumulative.
   Maximum Weight: 500lbs (225kg) + 100lbs (45kg) per level of experience.
   Range: An object already being held and within 200ft (61m) +20ft (6.1m) per
   level of experience.
   Duration: The object being held can be crushed until the character ceases
   his concentration.
   Damage: Crushing an object does 6D6 points of damage per melee round.
   Attacks per Melee: Slightly more concentration is required than just holding
   an object, but the character is still able to engage in combat or other
   actions while using this ability. However, the character must spend three
   melee attacks/actions per round to maintain the effect. Failure to do so
   means the object/victim is released.
   Bonus: None.
3. Pulling Heavy Objects: Even heavier objects can be pulled along the ground
   with the Force Manipulation. This ability could be used to pull a bus load
   of people out of danger, or pull a disabled vehicle out of the way.
   Maximum Weight: 3000lbs (1350kg) + 1000lbs(450kg) per level of experience.
   Range: 20ft (6.1m) per level of experience.
   Duration: The object can be pulled along until the character ceases his
   concentration.
   Damage: None.
   Attacks per Melee: Full concentration is required to pull along an object
   this heavy, meaning that the character can not take any other actions while
   doing so. He can talk, shout or walk along while towing his burden, but he
   cannot use any other powers, or make any other kinds of attacks while this
   ability is being used .
   Bonus: None.
4. Hurl Heavy Objects: The most devastating use of this ability is to hurl a
   heavy object through the air by "pulling" it rapidly towards the target,
   then releasing the object at the last moment. While the aiming for such an
   attack is difficult, the results are quite impressive. Of course, both the
   target and the object being thrown will take damage in the attack.
   Maximum Weight: 3000lbs(1350kg) + 1000lbs(450kg) per level of experience.
   Range: 20ft (6.1m) per level of experience.
   Duration: Instant.
   Damage: The target takes 1D4x10 damage per 100lbs (45kg) thrown, the object
   being thrown takes half that damage.
   Attacks per Melee: This attack requires considerable effort, so it counts as
   three melee attacks/actions.
   Bonus: +6 to strike, including any P.P. attribute bonus to strike, but no
   other bonuses are applicable.

Major Power: Gateways (PU1 pg 73)
The character is able to generate stable corridors that connect different points
on the globe. These gateways appear as shimmering portals of white or silvery energy,
similar to a magical Rift. If one steps through the portal, the person is transported
to the opposite portal opened by the super being. By means of one of these portals
the character could travel from Paris, France to Los Angeles, California with a single
step through the portal.
1. Limitations: First, only the super being with the Gateways power can open and close
   these portals, but anyone can step through them once opened. Second, both gateways
   must be on the same planet. Third, the creator must have been to a specific location
   at least once before in order to mark it as a destination for one of his Gateways,
   Range: Unlimited, on the same planet.
   Size: Circular in shape, about a 10 foot (3 m) diameter.
   Damage: None, cannot be used as a weapon.
   Duration: As long as the character concentrates (uses three melee actions per melee)
   the Gateway between a pair of locations remains open, but travel between the two is
   instantaneous, just step through. It takes one melee round (15 seconds) to open a
   new Gateway.
   Bonuses: The character is immune to any type of undesired teleportation.

Major Power: Portals (PU3 pg 87)
The character with this power can create portals that function as two-way
doorways over short distances. These Portals can be used for travel, to escape
a locked room or prison cell, as well as a defense or to gain access to places
where he doesn't belong. A Portal will usually circumvent alarm systems and
most defenses and fortifications. A Portal appears as a circle or rectangular
door shape made of crackling energy about 10ft (3m) tall and 5ft (1.5m) wide.
Looking into the energy field reveals nothing about what is on the other side,
you have to go through one to find out where it leads. Consequently, it is best
to know what awaits on the other side of the wall when the portal is created.
1. Portal Travel: At will, the super being can create a portal to travel through
   any wall or locked door, or between any two short points. One portal will open
   right next to the character, and the other will open a short distance away.
   While it is best to have line of sight on both locations, the character can
   open a portal to a location that he can not see, provided he knows a little
   something about it (it's the basement, a storage closet, the room at the end
   of the hall, etc.) and it is in his range. The second Portal opens to that
   second, nearby location. Problem is, if the Portal's creator doesn't know what
   waits at the second location, the Portal could open directly into traffic,
   over a swimming pool, into a room filled with enemies, or other dangers or
   problems. With practice, the character can prevent falling damage by opening a
   portal just a few feet above the ground and then opening the other right in
   front of himself as he falls. This way he will strike the ground after falling
   only a few feet and take no damage.
   Range: A portal can be made by touch or created up to 10ft (3m) away per level
   of experience.
   Travel distance can be as short as just the other side of the door, wall, floor
   or ceiling, or as great a distance as 300ft (91.5m) +30ft (9.1m) per level of
   experience.
   Duration: Travel between the two points is done in an instant, but once a Portal
   is created , it remains open for 1D4 melee rounds. Its creator cannot shut it
   sooner.
   Damage: None, although one could step into a dangerous situation. Another danger
   is the portals remain open long enough for an enemy or pursuer to follow.
   Attacks per Melee: Creating a pair of portals (one at each end; an exit and
   entrance portal) counts as two melee attacks/actions.
2. Portal Attack: The portals can be used to perform a simple attack. By opening
   a portal beneath an opponent or in front of a rapidly moving one, and opening
   the other portal high up in the air, the opponent will fall a great height
   (up to the portal's maximum range). The character will have to make a successful
   strike roll and the opponent can try to dodge out of the way (at a -4 dodge penalty).
   But the attack cannot be parried and armor ratings do not apply against this type
   of attack.
   Range: A portal can be made by touch or created up to 10ft (3m) away per level
   of experience.
   Duration: Remains open for 1D4 melee rounds.
   Damage: Based on the height of the fall, typically 1D6 per 10ft (3m). The victim
   can try to roll with the fall for half damage.
   Appearing somewhere you did not expect to be via Portals is not physically damaging,
   but is disorienting and requires 1D4+2 melee rounds to figure out what happened,
   where you are and where the super being is (or was last) located before you went
   through the portals.
   Attacks per Melee: Creating a pair of portals counts as two melee attacks/actions.
   Bonus: +2 to strike but no other bonuses apply.

Minor Power: Abnormal Energy Sense (PU1 pg9)
This superhuman can sense the presence of abnormal (magic and psychic) energy all
around him, including psionic individuals (I.S.P.), supernatural creatures, and
magic (P.P.E.). The sensitivity is constant and automatic, enabling the character to
feel the psychic emanations when a psionic power or magic spell is being used within
the range of his sensing abilities. If the energy is being continually expended, like
a series of magic or psionic attacks, or a long duration effect, or permanently
empowered magic item, he can track the energy to its source, otherwise he simply knows
that psionics, magic or the supernatural is near. The sensation is rather like a
chilly breeze that momentarily washes over the character, alerting him. If the "breeze"
persists or is repetitive, it can be followed to the source much the same way
you or I might follow that chilly draft to an opened window. That's as good an
analogy as any.
1. Sense the Use of Psionics or Magic: Can feel when magic or psionic powers are
   used and can tell whether it is magic or psychic energy (or both), whether it
   is near or far, and whether the emanations are strong/powerful or weak (Ie, a
   simple magic spell or a mystic battle or high level). In addition, the super
   being recognizes enchantment cast upon others (Le. mystical charms, trances,
   disguises, etc.), and possession, and can also sense the presence of an enchanted
   weapon or object that grants its user superpowers or enables its user to cast
   magic spells, including rune weapons, but again, only when the item is in use
   or by touch.
   Range: 100 feet (30.5 m) per level of experience.
   Base Skill:  60% +5% per level of experience (roll once every melee round).
   Note: The character can also sense if someone possesses psionic or magic powers,
   or is a supernatural being (demon, monster, spirit, demigod, etc.) by touch
   - a simple handshake will do. If the being is incredibly powerful or high level
   (9 or higher) the super being will sense that too, though not exactly how
   powerful/high level.
2. Track Abnormal Energy Trail (magic or psionics)
   Range: 100 feet (30.5 m) per level of experience.
   Base Skill: 50% +5% per level of experience (roll once every melee round),
   provided the energy is long lasting or repeatedly released over and over.
   Limitation: Only while the magic or psychic powers are in use.
3. Sense and Track the Supernatural: This is much more difficult. Unless the
   super being touches the supernatural creature, he will not sense his presence.
   However, whenever the supernatural creature uses one of its magic or psionic
   powers, the character will sense them and has a 30% +10% per level chance of
   recognizing that it comes from a supernatural being (+20% if the creature is
   Diabolic alignment, a demon lord, demigod or even more powerful than that). The
   super being can also sense if the creature is evil or good.
   Range: 50 feet (15.2 m) +30 feet (9.1 m) per level of experience.
   Base Skill (to track): 50% +5% per level of experience (roll once every melee
   round) to track to the source.
   Note: The character can feel supernatural evil that is Diabolic like an icy
   chill in the marrow of his bones. The evil essence just washes over the hero,
   warning him like an alarm.
4. Power Limitation: Close proximity to ley lines and nexus points interferes with
   and disrupts the sensing ability, making it impossible to use this ability at
   these locations, except to find a dimensional portal or a supremely powerful
   psychic, practitioner of magic or supernatural being (Le, demon lord, demigod,
   god, incredibly powerful wizard, etc.).

Minor Power: Flight: Hover (PU1 pg27)
The limited ability to rise only a few feet (meters) off the ground and slowly
move through the air. The character is likely to enjoy walking and swimming
through the air and hover a few inches or a foot or two (0.3 to 0.6 m) above
the ground without even thinking about it.
1. Bonuses In Flight:
   Speed: 10 mph (16kph) plus 5 mph (8 kph) per level of experience.
   +10 bonus to Prowl skill (if known) and doesn't leave foot prints.
   +2 to dodge when hovering or moving through the air.
   +2 to damage for every 20 mph (32 km) of flight speed.
   +15 to S.D.C.

Major Power: Create Aethereal Force Field
This is the formidable power to generate an invisible or semitransparent field
of energy/force. The force field can be mentally shaped as a wall, circle, dome,
box, or bubble. It can also be created around the superbeing like a form-fitting
body armor or protective aura.
1. Range: Self (any) or others (any type excluding the form-fitting armor) 40ft
   (12.2m) per level of experience.
   Duration: 10 minutes +2 minutes per level of experience, or until the force
   field is destroyed or cancelled by the field's creator.
   Note that a new one can be erected the instant the duration for the current
   one elapses (provided there is sufficient SDC available).
   Attacks Per Melee: The creation of a force field counts as two melee actions/
   attacks.
   Bonus: +2 to create a force field as a shield/wall to block or parry an attack.
   Maximum Size: Approximately a 40 sq.ft (12.2m) area, plus 10ft (3m) per level
   of experience.
   Maximum SDC: The character's PE attribute number times 100. This means a
   character with a PE of 9 can create a force field of up to 900 S.D.C. strong!
1. Multiple Force Fields: Two or more protective fields can be created as long as
   their combined, total SDC does not exceed the maximum possible SDC For example:
   A character with a PE of 9 has up to 900 S.D.C. (PE. 9x100) that he can use
   to build force fields. The total 900 S.D.C. can be put into one powerful force
   field or divided into two with 450 each (or any combination: 400 S.D.C. for one,
   200 for a second and 300 in reserve for others), or six force fields with 150
   SDC each and so on. Once all the available SDC has been used in the creation of
   one or more force fields, no others can be created, unless one of the current
   ones are dispelled and a new one created. Recovery of Force Field S.D.C.: The
   force field's loss of SDC affects the creation of other force fields because
   it temporarily drains the super character. So if a force field has lost 240
   SDC, the character with 900 points available, now only has 660 to work with.
   However, he regains force field SDC at a rate of 200 an hour or 3 per minute.
2. Body Armor/Protective Aura: The character can create a light force field that
   follows the contours of his body to as a sort of invisible body armor.
   Limitations of the Body Armor Field: Maximum SDC is 200 points at any given
   time. Speed and movement are not impaired.
   Gases, disease, and radiation are still a danger and will penetrate the force
   field. Only the "bubble" closes out gases.
3. Bolts of Force: The character can create small, nearly invisible, bolts of
   force which can be fired at an opponent like a thrown stone or projectile.
   Range: 40ft (12.2m) +10ft (3m) per level of experience.
   Damage: 4d6; feels like getting hit by a rock or cannonball.
   Duration: Instant.
   Attacks Per Melee: Each force bolt counts as one melee attack.
   Rate of Fire: One Bolt of Force can be unleashed from one hand or two
   simultaneously (8d6 damage) by pointing at the same target with both hands;
   counts as one melee attack. Must be an aimed shot to get the +2 strike bonus.
   The character can also fire a force bolt from his forehead, but the +2 strike
   bonus does not apply and only one bolt can be fired. Most superbeings with
   this ability like to point for better aim.
   Bonuses: +6 to strike, and because they are barely visible, opponents are
   minus -4 to parry and dodge force bolts.
   SDC Cost of Each Bolt: Burns up five S.D.C. per each bolt fired, which will
   temporarily use up SDC that may be needed for a protective force field.


Skills
Pilot: Automobile                       66%  +2%/lvl
Mathematics: Basic                      98%
Speak English:                          98%
Read & Write English:                   95%


Computer Skill Program  +30
Basic Electronics                       85%  +5%/lvl
Computer Operations                     85%  +5%/lvl
Computer Programming                    85%  +5%/lvl
Computer Repair                         75%  +5%/lvl
Radio: Basic                            85%  +5%/lvl

Weird Skill Program     +30
Metaphysics                             94%  +5%/lvl
Occult                                  80%  +5%/lvl
Identify Plants & Fruits                80%  +5%/lvl
Holistic Medicine                       75%  +5%/lvl
Botany and Herbalism                    80%  +5%/lvl
First Aid                               80%  +5%/lvl

Science Skill Program   +30
Mathematics (Advanced)                  98%
Chemistry                               85%  +5%/lvl
Chemistry: Analytical                   75%  +5%/lvl
Physics                                 95%  +5%/lvl
Astrophysics                            85%  +5%/lvl
Biology                                 85%  +5%/lvl

Technical Skill Program    +30
General Repair and Maintenance          80%  +5%/lvl
Intelligence                            76%  +5%/lvl
Research                                95%  +5%/lvl
Writing                                 70%  +5%/lvl
Read Sensory Equipment                  85%  +5%/lvl

Secondary Skills (10)
Cooking                                 50%  +5%/lvl
Swimming                                65%  +5%/lvl
Athletics(General)
Detect Ambush                           55%  +5%/lvl
Escape Artist                           55%  +5%/lvl
Navigation                              85%  +5%/lvl
Astronomy                               70%  +5%/lvl
Climbing                                64%  +4%/lvl
Prowl                                   70%  +5%/lvl
Hand to Hand: Basic

WP Skills


Weapons


Body Armor


Other Gear


This message was last edited by the GM at 15:37, Wed 06 Dec 2023.
Sign In