Name:
Evergreen True Name:
Miss Marie Barstow Player:
NPC
Super Power Category:
Mystically Bestowed Education Level:
High School
Alignment:
Scrupulous Occupation:
heroine
Experience Level: 4 Experience Points:
Hit Points: SDC (natural): +158 Chi:
Armor Rating: SDC (artificial):
Height: 54"/78" Weight: 110lbs/220lbs Age: 83 Sex: Female
Eye Color: brown Hair Color: gray Land of Origin: USA
Birth Order: Disposition:
IQ 13
ME 15
MA 18
PS 25
PE 18
PP 22
PB 13
Spd 50
vs. Lethal Poison
vs. Non-Lethal Poison
vs. Harmful Drugs
Charm/Impress
vs. Insanity
vs. Psionics
vs. Coma/Death
+1 vs. Spell Magic
+1 vs. Ritual Magic
vs. Mind (var.)
+2 vs. Horror (var.)
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SKILLS (
High School Educational Level can only select from the
following skill programs: Computer, Criminal, Domestic, Physical,
Language, Thief, Technical and W. P. Ancient.)
Everyman- Pilot: Automobile
- Basic Mathematics
High School Graduate
Select two Skill Programs (+5% bonus) and 10 Secondary skills.
Domestic- Cooking
- Sewing
- Dancing
Physical- Acrobatics
- Gymnastics
- Climbing (65+5)
- Prowl (40+5)
SECONDARY SKILLS
- Hand to Hand: Basic
- General Athletics
- Running
- Body Building & Weightlifting
- Swimming
- Language: Spanish
- Computer Operation
- General Repair/Maintenance
- Art: Drawing
- Land Navigation
two at level three- Running
- General Athletics
60% +2% per level - Sense of balance
60% +3% per level - Work parallel bars & rings
60% +3% per level - Walk tightrope or high wire
70% +2% per level - Climb rope
70% +2% per level - Back flip
adds +15% to climb skill.
adds +5% to prowl skill.
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Hand to Hand Type: Basic
skill | bonus | skill | bonus |
---|
Attacks per melee | 3 | To Strike | +4 |
Parry | +8 | Dodge | +8 |
Roll | +8 | Pull Punch | +2 |
COMBAT SKILLS
Escape Moves | Roll With Punch/Fall/Impact |
Basic Defensive Moves | Dodge, Parry, Automatic Parry |
Advanced Defenses | Disarm |
Hand Attacks | Strike (1d4) |
Basic Foot Attacks | Karate Kick (2d4), Snap Kick (1d6) |
Special Attacks | Body Block/Tackle |
Modifiers to Attacks | Pull Punch |
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POWERS/EQUIPMENT/NOTES
Mystically bestowed super characters are usually individuals selected by a supernatural force of order (good) or chaos (evil) to champion their causes. The individual selected is often a very ordinary person whose moral integrity and emotional state are deemed to be exactly right to champion their cause. Once selected, the mystic force (god, demon lord, etc.) will appear to the individual, explain that he or she has been chosen to receive a great gift, given a speech about the eternal battle between good and evil, followed by a pep talk ("You can do it . . . have confidence in yourself," "you are the right choice," etc.) and, finally, "poof," the super or magic abilities are bestowed.
The person is normal in every way until he/she calls upon the power within him. This can be done by force of will (mentally) or by calling on the name of the bestowing power, or a special trigger word, like . . . Shazoomy! Calling upon this force will instantly transform the person into a mighty, costumed visage of power. If the person is a child, old, invalid, or normally physically out of shape, he or she will be transformed into a youthful, powerfully built figure of heroic image. The following bonuses apply only when transformed into the superheroic (or evil) figure. Adjust all attributes as follows: These apply only when the character is transformed .
M.A. +2D6 (minimum of 18)
P.S. +2D6 (minimum of 20)
P.P. +1D6 (minimum of 18)
Spd. Multiply by five (minimum speed of 24)
S.D.C. +3D6x10.
The transformation from an ordinary Joe into a superhuman is instant. The actual change can be flamboyant, like being hit by a lightning bolt, being engulfed in a blinding flash or cloud of smoke, or subtle, and almost imperceptible to anyone except those right near the person. The change also includes clothes and costume, similar to the transformation provided by the Enchanted Weapon. Suddenly, one's casual attire is gone, replaced by a dashing costume typical of a comic book hero and reflective of the character's costumed identity and/or powers or personal tastes. The costume design is left entirely up to the player and can be as elaborate, sublime, or simple as he/she may desire. The transformation is under the hero's complete control. Only he/she, or the bestower of the power, can initiate the change. Furthermore, only the bestowing entity can permanently strip the character of his power. A Negate Magic or Anti-Magic Cloud spell will temporarily strip the character of his/her abilities, momentarily transforming the person back into h is ordinary, fragile form. However, the character gets to save vs magic with a +4 to save against the negation of magic. If a successful save is made, nothing happens, and he retains his magical powers. A failed save vs magic means he is instantly transformed from superhuman to ordinary person. The imposed transformation lasts a mere 1D6 melee rounds, but that can seem like an eternity during a fierce battle or life and death situation.
Player's Note: Because of the unusual nature of the magical transformation into a powerhouse hero, it can be fun and ironic to play a regular, totally ordinary person to a weak, scrawny or physically impaired individual (crippled, paraplegic, dying of cancer or other disease) with little or no physical skills and pitiful at tributes. The following optional table can be used to determine the type of physical limitations that apply to you r character. If desired, physical attributes can be reduced to fit the minimum attribute requirements. Remember, this is entirely at the player's option and the player is invited to come up with his or her own frailties and background .
Type of Bestowed Super Ability
The player whose character's powers are magically bestowed can either select one of the following or roll for a random determination.
01-25 Two Major Super Abilities of choice.
Those with super abilities have 1D4x10+10 P.P.E.
Special Bonuses & Abilities
Creates a costume or "battle dress" out of thin air.
Appears muscular, strong, healthy and youthful.
+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 13.
+2 on initiative.
+2 to pull punch .
Other Stuff for
the Mystically Bestowed
Alignment: Any alignment can be chosen, but heroes should
generally be of good alignment.
Level of Education and Skill Selection: Standard; see creating a character.
Hand to Hand Combat: Physical combat skills are not automatic, but must be selected as a learned skill.
Attacks Per Melee (Hand to Hand): As with all heroes, mystic characters automatically get two attacks per melee. Those characters who have no hand to hand combat skill get two additional attacks per melee round at level one and one additional at levels four and nine. Those who have some sort of hand to hand combat training only get one additional attack at
level six.
Weapons and Armor: Unless the character is extremely wealthy, only conventional weaponry and body armor would be available.
Structural Damage Capacity (S.D.C.): 1D6x10+30 S.D.C. when transformed, +10 S.D.C. in thei r ordinary form. Remember,
S.D.C. and abilities gained from the transformation do NOT apply when in normal human form .
Available Financial Resources: 2D4x1000 dollars are available in ready cash. This is in addition to a possible life savings (See optional rules to rounding out one's character) . There is a 90% likelihood the character owns a conventional car (unless paralyzed). The car is 1D4 years old. Presumably, the character has a job, apartment and reasonable personal possessions.
Major Super Ability from Powers Unlimited 3
Alter Physical Structure: Wood
Original concept by Richard Winters
This power turns the character into a wood mannequin
or tree-like humanoid, complete with bark skin and leaf
hair. While in wood form, the character is strong and has
special abilities.
1. Increased Size and Mass: The character's weight is doubled and they
are 2 feet (0.6 m) taller in wooden form.
2. Armor Rating and SDC: The wooden character has an AR of 12 and 400 SDC.
ElectriCity, lasers, and energy bolts do normal damage when the roll to
strike is 13 or higher, and half damage if 12 or below.
The hero is resistant to cold-based attacks, poisons and drugs (all do
half damage, except herbicides which do full damage).
Fire, plasma and magical fire all do double damage.
3. Rooting to the Ground: The wood character is able to "anchor" themself
to the ground by sending wooden roots deep into the earth. This takes
three melee actions to accomplish and must be done on open ground (not concrete,
tar, stone, metal or plastic surfaces). Once anchored, moving the character
requires a Supernatural P.S. that is greater than the character's own P.S.
4. Manifest a Hammering Limb: The character can transform his hand and
forearm into a blunt weapon that extends his reach 4-5 feet (1.2 to 1.5 m)
and is used like a hammer, club or mace.
Range: Hand to hand combat, as if using a long club, mace or staff.
Damage: 2D6 plus damage bonuses from P.S. attribute, skills and applicable
other powers.
Bonuses: +1 to strike, +1 to parry, +1 to disarm, +2 to pull punch.
5. Shoot Arrows: The character can generate and fire wooden bolts or arrows
from his fingers. Can make and fire one at a time or a burst/volley attack.
A burst of arrows counts as one melee attack but is fired without benefit of
any bonuses to strike.
Range: 200 feet (61 m) + 20 feet (6. 1 m) per level of experience.
Damage: 2D6 per arrow/bolt.
Duration: Instant, but the arrows remain permanently.
Rate of Fire: Each individual arrow/bolt or volley of 2-4 shafts at a time
count as one melee attack/action.
Payload: Can create and fire multiple arrows/bolts as one burst attack.
Number of arrows possible: one at levels 1, 2, 3, 5, 7, 10 and 13.
Bonuses to Strike: As per P. P. attribute and combat skill bonuses. In
addition, the more experienced super being (3rd level and up) can divide
the arrow attack to fire two simultaneous bursts (2-4 arrows each hand)
at two different targets. This means he can fire a burst or single arrow
(character's choice) from one hand at an opponent in one direction and at
a second in another direction. However, both bursts are done without benefit
of any P.P. or strike bonus of any kind; natural, unmodified
die roll (1 D20) only. Shooting at one target,
the character's usual strike bonuses apply, provided he
takes aim and is not shooting wild (no bonuses for
shooting wild).
6. The Forest from the Trees : Can transform to look like
an ordinary young tree, provided the character is standing
in a grove of trees (must be at least five other trees
in a 1 5 footl4.6 m radius). There's no way to tell the
character apart from the genuine article. However, the
second the character takes any action, he turns back
into an obvious humanoid tree or wooden being.
7. Bonuses/Abil ities While in Wood Form : The character can't be seen on infrared, thermal vision or heat sensors, is impervious to most toxic gasses that hurt humans, doesn't breathe oxygen (breathes carbon dioxide and releases oxygen, which can be used by humans), floats in water, and regenerates/heals 5x faster than the normal healing rate for humans. In wood form, the character can also feed on sunlight and water, provided he spends at least three hours just standing and drinking in the sun while in wood form (double that period if cloudy or overcast skies).
Plant Control
The character can direct, manipulate and grow plants at an
astounding level .
1 . Animate and Control Plants.
Range: Area of 40 feet (12.2 m) +10 feet (3 m) per additional
level of experience, at distances up to 100 feet (30.5 m) plus 10
feet (3 m ) per level of experience away.
The character can mentally manipulate all plant life within a 40
foot ( 1 2.2 m) radius around him. Thus, he can cause any vines,
weeds, shrubs, or trees to trap and ensnare an animal, entangle
someone, or cover something. He can also manipulate the larger
plants to grab and hold something . Although the limbs of the
plants can be made to move and function like hands and arms,
they are still restricted by the fact that the plant is rooted in the
soil .
This control requires the full concentration of the character,
preventing him from taking other actions.
Notes on plants: Since the superbeing is likely to use this
ability to impede movement and to attack, here are some basic
statistics:
Weeds, grass, soft plants: S.D.C. 1 D6, inflicts no damage.
Heavy weeds, vines: A.A. 5, S.D.C. 2D6, damage 1 D6 per
melee, +2 to strike.
Bushes, shrubs, small trees : A.A. 6, S.D.C. 4D6 + 4, damage
from strangle is 2D6 per melee or 1 D4 damage for hitti ng or
whipping.
Average trees: A.A. 8, S. D.C. 4D6x1 0, damage is 2D4 per
each hit.
Large trees: A.A. 10, S. D.C. 6D6x1 0, damage is 4D6 per hit.
Maxi mum Attacks by a Plant Per Melee: Six. All attacks
must be within the character's line of vision.
Entanglement can be utilized within the entire radius of control,
even outside the line of vision.
2. Grow Plants: The character can grow most plants and
shrubs, from seed to matu rity, in 1 D4 melee rounds (a minute or
less) . Trees and large, tree-size plants grow at a rate of 8 feet
(2.4 m) per melee round, up to 200 feet (61 m) tall.
The growth is temporary, and the plants will retum to their
original, normal size within 20 minutes or at the character's command
.
3. Alter Wood : The character can alter the strength of wood
by increasing or decreasing its S.D.C. This applies to any kind of
wood item; doors, ladders, chairs, tables, an area of floor, club,
and so on.
Items at one foot (0.3 m) can have their S.D.C. increased or
reduced by 1 0.
Items 2-4 feet (.6 to 1 .2 m) can be increased or reduced by 30
S.D.C.
Items or areas of wood 5- 1 0 feet ( 1 .5 to 3 m) can be increased
or decreased by 1 00 S . D .C.
Wood items larger than this are limited to an increase or decrease
of 1 00 S.D.C.
Living woodltrees can be increased or decreased by 25%.
4. Wither Plants:
Range: 20 feet (6 m) away + 1 0 feet (3 m) per level of experience.
Area of Affect: 20 foot (6 m) radius.
Attacks Per Melee: Plants (not large bushes or trees) can be
withered once per melee - reduced to one Hit Point and vulnerable
to frost, other conditions or additional damage that can kill it.
5. Other Abil ities and Bonuses.
Recognize and Identify Plants: 85% + 1 % per experience
level.
+ 1 0% to climb trees or vines.
Add 1 D4x1 0 to SD.C.