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.
|