Thursday, August 2, 2007
Super Powers
I am soon be taking the Super Powers from HU2, PU1, and PU2 in a new list, placing the powers in either a Master, Major, Moderate, and Minor, respectively. Some of the so called Major powers are just not so Major compared to some of the Minor powers that are out there. Depending on the powers, I may just reduce it to 3 categories, but nonetheless on how many categories there are in the final product, I will be downgrading some Major powers and upgrading some Minor powers.
Sub-Minor Powers
Behold, The One Hundred Sub Minors!!
Here are the Sub-Minor tables that I use for my games, and that includes Heroes Unlimited, Beyond the Supernatural, RIFTs, Phase World, Palladium Fantasy, Nightbane/spawn, ect. Depending on the setting, I will change the sub-minor since the list was written with Heroes Unlimited in mind. However, with that said, I believe that including Sub-Minors in every game, basically giving the characters something little, extra, so to speak to help them get more indepth with their character is always a good thing and has worked very well with all my games so far.
1- The character can always find small objects such as pens, matches, scraps of paper that have relevant information on them, toothpicks, car keys, etc, if the object sought is within 50ft of them, or anywhere in a familiar area.
2- The character can hold their breath for five minutes.
3- The character is always exactly on time (they never arrive late to anywhere they planned to be unless obstructed or the distance they have to travel changes).
4- The character can always get vehicles to start unless they are definitely broken and can't start at all (note: does not suffer from alien technology penalty).
5- The character always manages to wear their clothes well, they have a +10% bonus to charm/impress no matter what their PB is, but only while clothed.
6- The Player can select an area of trivia knowledge, such as obscure baseball trivia,that their character has memorised obsessively.
7- The Character is unlikely to be bitten by dogs, in fact, dogs just generally (noticeably)like this Character for some unknown reason.
8- The double edged ability to stop small devices from working just by "having a good look at it to see what makes it tick", the character has a nasty -20% to any electrical or mechanical repair skill, but a hefty +40% to demolitions disposal (or similar).
9- The Character possesses the "Sly wink", used only when the target person is not acquainted with the character it provides a one time bonus of 5 to M.A (and any possible Trust/intimidate rolls).
10- The character can figure out exactly how much strain/load or damage any given object can take with impressive precision.
11- The character has the double edged ability to both catch and pass on mild illnesses,catching a cold/flu once a week (and lasting 1d6 days) the character can infect people in close range easily (70% +3% per level after first).
12- The Character always knows exactly how long it will take for the police/fire/ambulance officers to arrive at the scene once alerted/called.
13- The character always manages to have a spare $20 on them in cash or change(starts at 100%, trying to find another $20 same day is -25% cumulative penalty),although the character will be at a loss as to when the twenty bucks got into the pocket/wallet, etc.
14- The Character can guess peoples middle or first name, favorite colour, star sign,favorite number or what a person does for a living at 45% (+5% per level) accuracy.
15- The character somehow avoids broken bones, no matter how severely hurt the bones are fine, even if it's from a lethal fall, no bones broken.
16- The Character is somehow able to avoid getting dirty, managing to keep clean and have their hair in place no matter what sort of sludge is being thrown at them.
17- The Character has the ability to eat almost anything not directly toxic, they can withstand insanely spicy food, bad milk, very old cheese, you name it, they can eat it.
18- The Character has a weird bonus of +5 to called shots with small, thrown objects, but only if the character announces the shot and a witness sees it.
19- The Character can recall/quote lines from songs to fit ANY situation, no matter what is going on, they will be able to sing a few lines that fit the situation perfectly.
20- The character has an unusual talent for telling jokes, a roll over 50% will leave listeners distracted by uncontrollable laughter for one melee round, rolling below 50%will have little effect on listeners (note, this skill does not increase).
21- Select one secondary skill (AT RANDOM), boost it by 20% (if this increases the skill beyond 98%, so be it) and this skill is at a professional level, but the character really has not noticed they are exceptionally good at it, and will always doubt their skill even in the face of verifiable results.
22- The Character has a mild form of the Jedi mind trick, and can manage to get a slightly confused or flustered person to agree to ONE thing they say, but only if it is not extremely important or unlikely (like asking a cop if you can borrow their car or gun,although asking them to give you their handcuffs is OK).
23- The Character has an unusual resistance to Alcohol, able to drink three times as much (of any type of alcohol) as a normal adult with only mild symptoms of intoxication.
24- The Character always knows the exact time, even the exact time in another timezone or country.
25- Possesses an extremely loud voice when yelling/shouting, yet talks at normal volume, the character can be heard at double the normal distance (any ability that requires yelling is this characters forte).
26- Incredibly photogenic, for some reason the character seems to be 50% more attractive (P.B) but only in photographs, not video or anything else.
27- The character has rhythm, dancing is so natural that they automatically have the dancing skill at 80% and can easily become the center of attention on any dance floor,they also have a natural grace about any physical actions, even walking.
28- The Character just doesn't have a strong reaction to pain and can, if they must,"take" a hit. Unfortunately they have less sensation in general and they don't notice getting cuts, scrapes and other small injuries.
29- The Character has a near perfect sense of direction and can usually manage to have at least 20% off travel times by taking a "short cut".
30- The Character can spit for an extremely long distance with incredible accuracy, the spit always hits and it's even possible to try trick shots with basic strike rolls for anything truly insane.
31- The Character has a Reputation for excellence in one particular field/skill and will be respected as a leader in the field: add a bonus of 2 M.A., but only when dealing with fellow professionals.
32- The character is forever running into people they know, in the oddest places and for some reason it always seems like a reasonable event when the person is asked why they are there at that time and place.
33- Showmanship: the character is +10% on skills, or +1 to strike, parry and dodge and+1D4 on damage, when he or she is the centre of attention. Something about an audience brings out the best in the hero, allowing them to achieve their full potential.The audience must consist of at least twenty+2D6 people (team mates don't count). If the hero is performing for a crowd of at least ten times that many people (or better yet,gets televised), the bonuses increase to 20% on all skills used during this public scrutiny, or +2 to strike, parry and dodge, +1D6 damage and one additional attack per melee round.
34- The character has a knack for finishing other people's sentences for them. Bordering on the psychic, the hero can accurately second-guess the end of a spoken message just before it's delivered. Add a one time bonus of 5% to Interrogation, Streetwise and Seduction skills, or any others of a similar nature.
35- The Character always has a cutting, witty remark or a devastating comeback in any situation, on the down side the Character must make a saving throw to resist saying inflammatory remarks at inappropriate times.
36- Idiot Savant - Character can choose one area of expertise (like mathematics,mechanics, or talking backwards)that they are instinctively good at. Skill percentage (if applicable)is at 95% and does not increase, on the other hand, they tend to lack social skills and have -5% on all other skills.
37- Nigh photographic memory - The character thinks they can recall everything they have ever read, heard or seen with 100% accuracy, but in fact they can only recall with a 60%accuracy, which always leads them to believe someone else has changed things from how they remembered them.
38- The character has an over inflated ego, yet seems to carry it off, boasting may intimidate opponents (roll vs M.A. on 1d20) and people will always think the character is"holding back" their full power.
39- The Character has the ability to "fluke it" once per day, there is good chance that anything the character attempts will automatically succeed, but only once a day, and the character has no control over it (rolling dice not required, just beg the GM to let it happen at dramatic moments).
40- The characters Aunt had "the eye" and their Grandfather had "the gift", and it seems the character does, being able to say mysterious, cryptic predictions that only make sense AFTER the event, and getting FEELINGS of BAD VIBES in dangerous places or touching implements of evil, the character also tends to collect medicine bags, charms,crystals and such.
41- The character has the bizarre ability to summon common house flies, but only about1d4x10 and half that in winter, the flies are not exactly under their control, they just buzz around their vicinity.
42- The character has an iron fast sense of self assurance and is always calm, optimistic and wise sounding, believing that they hold the secret to life (even in the face of certain,immediate disaster), they just can't be spooked or intimidated.
43- The Character fully believes that someone is watching them at all times, and in ways they can only imagine using nearly invisible bugs and taps.. and they will probably never find out that it's true, but they will find most ordinary listening devices and such.
44- The character always survives falls, although they may be pretty busted up from landing on something (pipes, cars, etc), they just don't die, the most they will suffer is a mild coma for a few days (from really big falls, over 160ft) and sometimes they can just completely fluke it (20% chance) and walk away unharmed, but shaken.
45- The character has the ability to sing at a pitch which can break ordinary glass, the range is close (about 1d4x10ft) and it doesn't work on very tough safety glass or proper crystal glassware.
46- The character is an excellent learner, able to pick up skills and moves just by observation at
the level of proficiency of the person the character observes! But, these skills and moves are only temporary, after a day they fade completely from memory and any attempt to use them again ends in disaster.
47- The Character has the knack of getting tame animals (even other peoples pets) to attack on their command, and not just cats or dogs, even pet hamsters can be transformed into savage attack animals with words like "GET 'EM!" and making "tssssstssss" sounds.
48- The Character has inherited a super hero/villain's suit, with a history and life of it's own (almost), the suit is Nigh Indestructible (may be badly ripped up, but can ALWAYS be repaired) and has the following stats.: Armor Class = 1d6+5.: S.D.C = 1d6x10+10.: Resistance to one type of attack (reduce first 20 points of damage by half, further damage is at full strength).: Invent one special gimmick (such as being able to hide a large handgun in an unlikely place in the suit).: The suit has a high likelihood of being targeted for extermination with extreme malice by a large hit-list of old enemies of the previous owner of the suit, also, most opponents will just automatically gun for the suit wearer because anyone in a suit like this must mean trouble.: The suit has a public reputation that dogs it and the current wearer, everyone will compare the current owner to the original wearer of the suit.
49- The character doesn't need to sleep like normal people and it constantly worries them.. They will try soothing tea, warm milk, sea sounds, special pillows, you name it,the only side effect of not sleeping is being chronically bored and worried that they are going to go insane, because you just HAVE to sleep, don't you?!
50- The Character can REALLY encourage others EXTREMELY well, unfortunately, this can lead to others taking unreasonable risks because of their bloated sense of destiny and self assurance, providing the usual bonuses and penalties that someone suffering from a Frenzy does.
51- The Character has a minor Karmic Quirk, being able win any simple gambling match involving the toss of a coin, highest card wins, rock, paper, scissors and so on, but only if it does NOT involve gambling for money
52- Arch-Nemesis Syndrome: something about this character just really, really irritates opponents. They always target them first in any encounter and are +2 to strike when targeting the character, BUT due to their insane anger they are -10% on all skills in their presence and tend to blurt out stupid, unthinking comments (Such as the last steps of their evil plan, or the time until the cops arrive, etc) and insults (which just waste breath really), they are also -2 to parry and dodge.Another disadvantage is that petty bureaucrats tend to victimize the character whenever possible, although the press seem to just ignore the character.
53- The Character has Skin-deep Healing, being able to heal skin damage at ten times the normal rate (compatible with other healing powers). This only applies to skin damage (IE. cuts, burns, bruises and so on). Unfortunately this super quick regeneration always results in heavy scarring: deduct 1 from initial Physical Beauty and a further 1P.B. with every third level of experience.
54- This Character is chronically clumsy and is always bumping into or tripping over things. This has both good and bad affects, however. When under surprise attack, the user always tends to trip, stumble, stub their toe, slip, or otherwise Automatically dodge at +10 just as the attack is being made. Of course, the downside is that they are constantly bruising themselves through their clumsiness, and have a bad habit of breaking valuable objects (never take this person to an art museum!).
55- The Character has the ability to bend spoons or other small metal objects they are holding with no apparent effort (apart from concentration), this is of no real use really apart from bluffing that they have incredible mental powers and such.
56- The character can normally tell when someone is not telling the truth, although they tend to
miss small "white lies" they will always catch a real, dishonest statement (by careful observation usually, but they can also catch lies in phone conversations), base chance is 50% plus their Mental Affinity (added), plus 2% per level after first.
57- The character is a well known Author, but nobody knows what the character looks like, just their name is very famous, automatically gets the writing and research skills at a professional level and has excellent contacts in the publishing field (you may choose what sort of books the character writes).
58- The character has an unusually hard, powerful punch, for some reason the character just does an additional 2 points of damage and has a natural (undeclared) chance to Knock out opponents with a punch on a strike roll of natural 19-20.
59- Stage Fright - In one on one fights this character has +3 to strike, parry, and dodge.When performing a skill without anyone present, there is a +30% bonus to any(observable) skill. However.. if a 3rd person (or camera/recording equipment) is present,the character has a -3 penalty to strike/parry/dodge. The same is true for skill performance. The character's anxiety of failure (stage fright) is so strong that any skills are at a -30%. Friends and strangers alike may bring on this penalty (nervous/anxious even when among friends) This character (if part of a team) is very likely to go off on his own and avoid groups as often as possible.
60- Nerve Pinch: the effects of this attack are exactly like those of the minor power 'Mental Stun', but with two important distinctions: the intended target is -1 to save vs.this attack and the victim must be touched on the (unprotected) neck for the nerve pinch to have any effect.
61- The Character has the unusual trait of looking weaker then they really are, they give the wrong impression of their true power to the extent that opponents just won't take them seriously, until they get the beats that is.
62- The character can converse quite normally with the mentally ill. they will always be able to make sense of what they are saying, and vice verso. They will very rarely attack or oppose the character, unless they make an obviously threatening or inflammatory move.
63- While the character may or may not have no training whatsoever in the mystic arts,they have naturally built up a large reserve of mystical energy. Base P.P.E. is 1D4x10 +70; character gains an additional 3D6+2 P.P.E. with every extra level of experience. Any practitioner of magic, friend or foe, within forty feet of this character can tap into and use this energy reserve at will and there's nothing the character can do to stop it (unlike other people). Due to this high P.P.E. base, beings with magical senses may mistake the character for a power full wizard or supernatural creature.
64- The character has apparently been reincarnated many times, living various different lives over the centuries. While they don't consciously remember any previous experiences, sometimes (30% chance, or Gm's call) they can remember some skill,language or move that can help them in any current situation. This knowledge rarely lasts for more than a minute at most and the character never remembers having it.Furthermore, the character refuses to believe in 'past life nonsense' and is openly disdainful of those who do.
65- Discounts: The character can find bargains with extreme accuracy, even just by looking at store ads. Has a 5% +1% per level that any purchase will be "accidentally"discounted by 3d6%
66- Freaky dexterity. The character gets a +8 to PP for any activity that uses only the hands, and any magic tricks that only use slight of hand are 98% successful and very smoothly done. +10% to any skill that requires a good hand. The person can also juggle very well, can juggle up to 2d4+4 knifes at high speed and not even get cut. +5 to strike with thrown weapons that just require a flick of the wrist, this remarkable talent does not apply to any other part of the body, just hands.
67- Sound mimicry. the character can mimic almost any sounds they have heard. They have a base accuracy of 80% +4% per level to mimic common sounds and can mimic complex sounds like machine gun fire or vehicles at only a -10% penalty. Failure still means it sounds close, but not very real. The character can get peoples attention with ease, but people can become very annoyed with the character's show off antics.
68- Uncanny Timing; A character with this talent always happens to wander upon danger/crime/etc just as it is happening.
69- Through verbal suggestion alone, the character can convince just about anyone that they can smell any particular scent ("Do you smell...burning?!").
70- The character can pop a shoulder joint out to escape straight-jackets and other confinements. Unfortunately, it hurts like hell. Roll vs. pain and if successful, add a+20% to any escape rolls until the shoulder is relocated in the socket, until then, othermanual skills are penalised by 10%.
71- The character has the ability to sleep anywhere, at anytime, even standing, on cold hard ground, in the middle of a war, or a busy street corner. The character likes to get 7+ 1d4 hours a sleep a night and people tend to think of the character as mildly narcoleptic, but the character can wake instantly on hearing a specific sound or event. They sleep easily, but lightly.
72- The character's catch phrases are, well...catchy, no matter how dumb they'd sound when you or I said them. Each time the character uses the same catch phrase with witnesses to hear it, there is a cumulative 4% chance that it will catch on, becoming the hot new buzzword, with everyone saying it to sound hip and cool. However, for each week this goes on, there is a cumulative 5% chance that it will go out of style. People will stop saying it and will be unable to remember why it sounded so cool.
73- Gum Manipulation.Character likes gum alot and has perfected a small range of sub powers.a: Can place gum on one hand and hit that hand, catapaulting the gum into thier mouth.b: Able to spit out the chewing gum and whack it away with thier hand, they can whack it at atarget with no strike bonus or penalty.c: Can blow bubbles, "snap" the gum in thier mouth, never bust a bubble, and can instantlyremove gum from themselves.d: Can find gum in any given situation and always seems to have a couple of packs on them.e: Can use gum to hold small things together like glue and find very useful tasks for thiergum in all sorts of situations.("Now, I'll use this aluminum wrapper and a piece of gum to foil the magnetic lock while youdistract the guard").
74- Electronic devices in the characters presence over a long period of time will develop dozens of little quirks, suffer non-critical malfunctions and failures but will NEVER breakdown permanently. The character will be 'in tune' with them and +10% on all relevant skills. Other people will be at -10% to use them, however.
75- The character has a knack for making dramatic entrances. MA is effectively 30, but only within one minute of them entering a scene in an impressive manner, after that MA returns to normal.
76- Third Time Lucky: If a character fails two consecutive skill rolls on the same task, the third will gain a +30% modifier. If the character still fails, no further bonuses will be recieved for further attempts.
77- Roll on the Phobia table. The character is totally unafraid of that particular thing, will automatically pass all horror factor checks relating to it or things like it, and will be unable to understand why anyone else is scared of it.
78- The character never has a computer "crash" (or any type of machinery malfunction, even on critical fail rolls) when working with one, no matter how many programs are running, or how old or antiquated it is.They can find a lost/misplaced file instantly and have little trouble using weird/alien computer systems.
79- The character can read barcodes by running his finger along them, they can also memorize serial numbers, passport numbers, code keys and other random strings of digits, including phone numbers (any number of them can be instantly recalled).
80- Reverse Achilles: A minor body part of the character (nose, single finger or toe, ear, etc) is completely invulnerable (as per the Major super power).
81- Wherever they are, whatever the time, the character can always catch a cab or a ride with any available transport within 1D4 minutes of trying. They still have to pay for the ride on cabs, ferries and such though.
82- The Character has the ability to make any malfunctioning or broken piece of machinery, electronics, or any mechanical device work by bumping it in a specific spot. Effect: The character has a 60% +5%/level of getting this to work, but can only try once a day per object they are trying to fix. The object has a 50% chance of working for 24 hours, if the roll is over 50% the object will only work for 1d4 hours.
83- At will, the character can summon up to 1D6 common small sized birds per level that will follow basic mental commands: fly that way, peck on that window, poop on that guy, etc. The doves can be ordered to attack, it's just that they can't really cause any appreciable damage except a small anoyance or distraction.
84- The Character has a knack for attracting groups of admirers, for whatever reason, there will always be a good chance the character can "Summon Groupies", they will act just like any usual Fan, seeking autographs, etc.
85- The character can remain airborn for a few moments more than usual for somereason, they get to use an extra one of their attacks while in the air9i.e. get to use Leap Attacks in one melee attack instead of the normal 2) and can leap for an extra 25% of their usual maximum distance or height, this also adds a special bonus(GMs call) on trick jumping bikes, skateboards, etc.
86- The Character is an extreme Pacifist and avoids performing any act of violence. They get a constant +2 on initative on the first round of combat,and +1 to initaive on all rounds after that, they have a 50% chance of detecting any surprise attack, are +20% to detect traps, concealment and any other ambush and gain a permanent bonus of +2 to parry and dodge ALL attacks. They tend to talk in terms of Karma, prefer to negotiate and never incite or condone violence, even if they are Villians, they will avoid trying to hurt anyone.
87- The Character is highly unlikely to ever be attacked by any type of Feline, in fact, any type of cat (big or small) just generally (noticably) like this Character for some unknown reason.
88- The Character has the natural ability to swim extremely well under water, they have an unusual swimming style that gains them a 25% speed boost, their normal swimming skill has a one time bonus of +30%.
89- The Character has a talent for shifting blame from one target to another, a simple roll vs their combined M.A and I.Q scores on 2d20 is all that is required, plus they get a+1 bonus to this roll each level of experience. A failed roll results in the blame being directed back to the original target (or possibly the Character) and the Character will not be trusted by anyone involved next time they ask the character (IF they ask that is).
90- The Character has the spooky ability to dodge anything thrown at them. Whether the object was thrown from in front of them, from the side, or from behind, the Character gets to roll for dodge, even if they cannot see the object. This only applies to thrown objects, not projectiles.
91- The Character has a natural ability to perform insane stunts in one type of vehicle or riding animal only. When attempting the stunt or reckless driving, they gain a +75% to their Piloting or Horsemanship Skill.
92- The Character has a parent who was a big fan of history, classic literature, libraries, and basically a bookworm. +15% to all scholarly skills (Science and Technical basically).
93- The Character has an unusual ability to understand any language spoken to them, able to glean the basic message anyone is trying to get across to them, and able to convey his words back.
94- The Character has a resistance to electricity and takes half damage from all electrical attacks, including magical ones. The Character can also use himself as a lightning rod to ground electricity. For 1d6 hours after being hit with electrivity or an electrical attack, the Character can deal 1d4 damage electrical shocks with his bare hands.
95- The Character possesses perfect hair, it never looks bad, always looks clean and stylish, they never have a bad hair day, and they get a +2 bonus to their P.B. whenever their hair is visible.
96- The character has very unusual fingerprints that change on a regular basis, their eye color and retinal pattern does the same thing. The Character has the same fingerprint pattern for about a week, but then it changes into a new one by the next week. Unfortunately, the Character has no control over this pattern mutation.
97- The character has a minor resistance to physical damage from being punched, kicked and hit with any blunt object. They can take the first six points of each blunt attack without ill effect. Also, they rarely suffer from bruising, concussion, and get to save vs coma/death when they would normally be knocked out by any impact.
98- The Character has an unusual skill in using a non-weapon objects, such as a cooking pot, shoe, garden rake, etc. The Character can use them as lethal weapons, perform stunt moves with them, throw them accurately and generally has the ability to apply weapon skills to the objects that normally wouldn't apply (i.e. garden rake=WP spear).
99- The Character has learned how to hypnotise animals. By crooning at them, waving their hands around, etc, the Character can slip any animal (ie, animal intelligence), into a mild trance state for 2d6 minutes or until otherwise disturbed.
100- The Character is unusually affected by Coffee, Tea and other mild stimulants or things such as pain killers, sleeping pills, etc. Coffee will act like a dose of amphetamine, sleeping pills will knock them out cold, pain relief will be amplified, infact, all drugs and chemical will be amplified if this Character injests them (double normal effects and duration).
Here are the Sub-Minor tables that I use for my games, and that includes Heroes Unlimited, Beyond the Supernatural, RIFTs, Phase World, Palladium Fantasy, Nightbane/spawn, ect. Depending on the setting, I will change the sub-minor since the list was written with Heroes Unlimited in mind. However, with that said, I believe that including Sub-Minors in every game, basically giving the characters something little, extra, so to speak to help them get more indepth with their character is always a good thing and has worked very well with all my games so far.
1- The character can always find small objects such as pens, matches, scraps of paper that have relevant information on them, toothpicks, car keys, etc, if the object sought is within 50ft of them, or anywhere in a familiar area.
2- The character can hold their breath for five minutes.
3- The character is always exactly on time (they never arrive late to anywhere they planned to be unless obstructed or the distance they have to travel changes).
4- The character can always get vehicles to start unless they are definitely broken and can't start at all (note: does not suffer from alien technology penalty).
5- The character always manages to wear their clothes well, they have a +10% bonus to charm/impress no matter what their PB is, but only while clothed.
6- The Player can select an area of trivia knowledge, such as obscure baseball trivia,that their character has memorised obsessively.
7- The Character is unlikely to be bitten by dogs, in fact, dogs just generally (noticeably)like this Character for some unknown reason.
8- The double edged ability to stop small devices from working just by "having a good look at it to see what makes it tick", the character has a nasty -20% to any electrical or mechanical repair skill, but a hefty +40% to demolitions disposal (or similar).
9- The Character possesses the "Sly wink", used only when the target person is not acquainted with the character it provides a one time bonus of 5 to M.A (and any possible Trust/intimidate rolls).
10- The character can figure out exactly how much strain/load or damage any given object can take with impressive precision.
11- The character has the double edged ability to both catch and pass on mild illnesses,catching a cold/flu once a week (and lasting 1d6 days) the character can infect people in close range easily (70% +3% per level after first).
12- The Character always knows exactly how long it will take for the police/fire/ambulance officers to arrive at the scene once alerted/called.
13- The character always manages to have a spare $20 on them in cash or change(starts at 100%, trying to find another $20 same day is -25% cumulative penalty),although the character will be at a loss as to when the twenty bucks got into the pocket/wallet, etc.
14- The Character can guess peoples middle or first name, favorite colour, star sign,favorite number or what a person does for a living at 45% (+5% per level) accuracy.
15- The character somehow avoids broken bones, no matter how severely hurt the bones are fine, even if it's from a lethal fall, no bones broken.
16- The Character is somehow able to avoid getting dirty, managing to keep clean and have their hair in place no matter what sort of sludge is being thrown at them.
17- The Character has the ability to eat almost anything not directly toxic, they can withstand insanely spicy food, bad milk, very old cheese, you name it, they can eat it.
18- The Character has a weird bonus of +5 to called shots with small, thrown objects, but only if the character announces the shot and a witness sees it.
19- The Character can recall/quote lines from songs to fit ANY situation, no matter what is going on, they will be able to sing a few lines that fit the situation perfectly.
20- The character has an unusual talent for telling jokes, a roll over 50% will leave listeners distracted by uncontrollable laughter for one melee round, rolling below 50%will have little effect on listeners (note, this skill does not increase).
21- Select one secondary skill (AT RANDOM), boost it by 20% (if this increases the skill beyond 98%, so be it) and this skill is at a professional level, but the character really has not noticed they are exceptionally good at it, and will always doubt their skill even in the face of verifiable results.
22- The Character has a mild form of the Jedi mind trick, and can manage to get a slightly confused or flustered person to agree to ONE thing they say, but only if it is not extremely important or unlikely (like asking a cop if you can borrow their car or gun,although asking them to give you their handcuffs is OK).
23- The Character has an unusual resistance to Alcohol, able to drink three times as much (of any type of alcohol) as a normal adult with only mild symptoms of intoxication.
24- The Character always knows the exact time, even the exact time in another timezone or country.
25- Possesses an extremely loud voice when yelling/shouting, yet talks at normal volume, the character can be heard at double the normal distance (any ability that requires yelling is this characters forte).
26- Incredibly photogenic, for some reason the character seems to be 50% more attractive (P.B) but only in photographs, not video or anything else.
27- The character has rhythm, dancing is so natural that they automatically have the dancing skill at 80% and can easily become the center of attention on any dance floor,they also have a natural grace about any physical actions, even walking.
28- The Character just doesn't have a strong reaction to pain and can, if they must,"take" a hit. Unfortunately they have less sensation in general and they don't notice getting cuts, scrapes and other small injuries.
29- The Character has a near perfect sense of direction and can usually manage to have at least 20% off travel times by taking a "short cut".
30- The Character can spit for an extremely long distance with incredible accuracy, the spit always hits and it's even possible to try trick shots with basic strike rolls for anything truly insane.
31- The Character has a Reputation for excellence in one particular field/skill and will be respected as a leader in the field: add a bonus of 2 M.A., but only when dealing with fellow professionals.
32- The character is forever running into people they know, in the oddest places and for some reason it always seems like a reasonable event when the person is asked why they are there at that time and place.
33- Showmanship: the character is +10% on skills, or +1 to strike, parry and dodge and+1D4 on damage, when he or she is the centre of attention. Something about an audience brings out the best in the hero, allowing them to achieve their full potential.The audience must consist of at least twenty+2D6 people (team mates don't count). If the hero is performing for a crowd of at least ten times that many people (or better yet,gets televised), the bonuses increase to 20% on all skills used during this public scrutiny, or +2 to strike, parry and dodge, +1D6 damage and one additional attack per melee round.
34- The character has a knack for finishing other people's sentences for them. Bordering on the psychic, the hero can accurately second-guess the end of a spoken message just before it's delivered. Add a one time bonus of 5% to Interrogation, Streetwise and Seduction skills, or any others of a similar nature.
35- The Character always has a cutting, witty remark or a devastating comeback in any situation, on the down side the Character must make a saving throw to resist saying inflammatory remarks at inappropriate times.
36- Idiot Savant - Character can choose one area of expertise (like mathematics,mechanics, or talking backwards)that they are instinctively good at. Skill percentage (if applicable)is at 95% and does not increase, on the other hand, they tend to lack social skills and have -5% on all other skills.
37- Nigh photographic memory - The character thinks they can recall everything they have ever read, heard or seen with 100% accuracy, but in fact they can only recall with a 60%accuracy, which always leads them to believe someone else has changed things from how they remembered them.
38- The character has an over inflated ego, yet seems to carry it off, boasting may intimidate opponents (roll vs M.A. on 1d20) and people will always think the character is"holding back" their full power.
39- The Character has the ability to "fluke it" once per day, there is good chance that anything the character attempts will automatically succeed, but only once a day, and the character has no control over it (rolling dice not required, just beg the GM to let it happen at dramatic moments).
40- The characters Aunt had "the eye" and their Grandfather had "the gift", and it seems the character does, being able to say mysterious, cryptic predictions that only make sense AFTER the event, and getting FEELINGS of BAD VIBES in dangerous places or touching implements of evil, the character also tends to collect medicine bags, charms,crystals and such.
41- The character has the bizarre ability to summon common house flies, but only about1d4x10 and half that in winter, the flies are not exactly under their control, they just buzz around their vicinity.
42- The character has an iron fast sense of self assurance and is always calm, optimistic and wise sounding, believing that they hold the secret to life (even in the face of certain,immediate disaster), they just can't be spooked or intimidated.
43- The Character fully believes that someone is watching them at all times, and in ways they can only imagine using nearly invisible bugs and taps.. and they will probably never find out that it's true, but they will find most ordinary listening devices and such.
44- The character always survives falls, although they may be pretty busted up from landing on something (pipes, cars, etc), they just don't die, the most they will suffer is a mild coma for a few days (from really big falls, over 160ft) and sometimes they can just completely fluke it (20% chance) and walk away unharmed, but shaken.
45- The character has the ability to sing at a pitch which can break ordinary glass, the range is close (about 1d4x10ft) and it doesn't work on very tough safety glass or proper crystal glassware.
46- The character is an excellent learner, able to pick up skills and moves just by observation at
the level of proficiency of the person the character observes! But, these skills and moves are only temporary, after a day they fade completely from memory and any attempt to use them again ends in disaster.
47- The Character has the knack of getting tame animals (even other peoples pets) to attack on their command, and not just cats or dogs, even pet hamsters can be transformed into savage attack animals with words like "GET 'EM!" and making "tssssstssss" sounds.
48- The Character has inherited a super hero/villain's suit, with a history and life of it's own (almost), the suit is Nigh Indestructible (may be badly ripped up, but can ALWAYS be repaired) and has the following stats.: Armor Class = 1d6+5.: S.D.C = 1d6x10+10.: Resistance to one type of attack (reduce first 20 points of damage by half, further damage is at full strength).: Invent one special gimmick (such as being able to hide a large handgun in an unlikely place in the suit).: The suit has a high likelihood of being targeted for extermination with extreme malice by a large hit-list of old enemies of the previous owner of the suit, also, most opponents will just automatically gun for the suit wearer because anyone in a suit like this must mean trouble.: The suit has a public reputation that dogs it and the current wearer, everyone will compare the current owner to the original wearer of the suit.
49- The character doesn't need to sleep like normal people and it constantly worries them.. They will try soothing tea, warm milk, sea sounds, special pillows, you name it,the only side effect of not sleeping is being chronically bored and worried that they are going to go insane, because you just HAVE to sleep, don't you?!
50- The Character can REALLY encourage others EXTREMELY well, unfortunately, this can lead to others taking unreasonable risks because of their bloated sense of destiny and self assurance, providing the usual bonuses and penalties that someone suffering from a Frenzy does.
51- The Character has a minor Karmic Quirk, being able win any simple gambling match involving the toss of a coin, highest card wins, rock, paper, scissors and so on, but only if it does NOT involve gambling for money
52- Arch-Nemesis Syndrome: something about this character just really, really irritates opponents. They always target them first in any encounter and are +2 to strike when targeting the character, BUT due to their insane anger they are -10% on all skills in their presence and tend to blurt out stupid, unthinking comments (Such as the last steps of their evil plan, or the time until the cops arrive, etc) and insults (which just waste breath really), they are also -2 to parry and dodge.Another disadvantage is that petty bureaucrats tend to victimize the character whenever possible, although the press seem to just ignore the character.
53- The Character has Skin-deep Healing, being able to heal skin damage at ten times the normal rate (compatible with other healing powers). This only applies to skin damage (IE. cuts, burns, bruises and so on). Unfortunately this super quick regeneration always results in heavy scarring: deduct 1 from initial Physical Beauty and a further 1P.B. with every third level of experience.
54- This Character is chronically clumsy and is always bumping into or tripping over things. This has both good and bad affects, however. When under surprise attack, the user always tends to trip, stumble, stub their toe, slip, or otherwise Automatically dodge at +10 just as the attack is being made. Of course, the downside is that they are constantly bruising themselves through their clumsiness, and have a bad habit of breaking valuable objects (never take this person to an art museum!).
55- The Character has the ability to bend spoons or other small metal objects they are holding with no apparent effort (apart from concentration), this is of no real use really apart from bluffing that they have incredible mental powers and such.
56- The character can normally tell when someone is not telling the truth, although they tend to
miss small "white lies" they will always catch a real, dishonest statement (by careful observation usually, but they can also catch lies in phone conversations), base chance is 50% plus their Mental Affinity (added), plus 2% per level after first.
57- The character is a well known Author, but nobody knows what the character looks like, just their name is very famous, automatically gets the writing and research skills at a professional level and has excellent contacts in the publishing field (you may choose what sort of books the character writes).
58- The character has an unusually hard, powerful punch, for some reason the character just does an additional 2 points of damage and has a natural (undeclared) chance to Knock out opponents with a punch on a strike roll of natural 19-20.
59- Stage Fright - In one on one fights this character has +3 to strike, parry, and dodge.When performing a skill without anyone present, there is a +30% bonus to any(observable) skill. However.. if a 3rd person (or camera/recording equipment) is present,the character has a -3 penalty to strike/parry/dodge. The same is true for skill performance. The character's anxiety of failure (stage fright) is so strong that any skills are at a -30%. Friends and strangers alike may bring on this penalty (nervous/anxious even when among friends) This character (if part of a team) is very likely to go off on his own and avoid groups as often as possible.
60- Nerve Pinch: the effects of this attack are exactly like those of the minor power 'Mental Stun', but with two important distinctions: the intended target is -1 to save vs.this attack and the victim must be touched on the (unprotected) neck for the nerve pinch to have any effect.
61- The Character has the unusual trait of looking weaker then they really are, they give the wrong impression of their true power to the extent that opponents just won't take them seriously, until they get the beats that is.
62- The character can converse quite normally with the mentally ill. they will always be able to make sense of what they are saying, and vice verso. They will very rarely attack or oppose the character, unless they make an obviously threatening or inflammatory move.
63- While the character may or may not have no training whatsoever in the mystic arts,they have naturally built up a large reserve of mystical energy. Base P.P.E. is 1D4x10 +70; character gains an additional 3D6+2 P.P.E. with every extra level of experience. Any practitioner of magic, friend or foe, within forty feet of this character can tap into and use this energy reserve at will and there's nothing the character can do to stop it (unlike other people). Due to this high P.P.E. base, beings with magical senses may mistake the character for a power full wizard or supernatural creature.
64- The character has apparently been reincarnated many times, living various different lives over the centuries. While they don't consciously remember any previous experiences, sometimes (30% chance, or Gm's call) they can remember some skill,language or move that can help them in any current situation. This knowledge rarely lasts for more than a minute at most and the character never remembers having it.Furthermore, the character refuses to believe in 'past life nonsense' and is openly disdainful of those who do.
65- Discounts: The character can find bargains with extreme accuracy, even just by looking at store ads. Has a 5% +1% per level that any purchase will be "accidentally"discounted by 3d6%
66- Freaky dexterity. The character gets a +8 to PP for any activity that uses only the hands, and any magic tricks that only use slight of hand are 98% successful and very smoothly done. +10% to any skill that requires a good hand. The person can also juggle very well, can juggle up to 2d4+4 knifes at high speed and not even get cut. +5 to strike with thrown weapons that just require a flick of the wrist, this remarkable talent does not apply to any other part of the body, just hands.
67- Sound mimicry. the character can mimic almost any sounds they have heard. They have a base accuracy of 80% +4% per level to mimic common sounds and can mimic complex sounds like machine gun fire or vehicles at only a -10% penalty. Failure still means it sounds close, but not very real. The character can get peoples attention with ease, but people can become very annoyed with the character's show off antics.
68- Uncanny Timing; A character with this talent always happens to wander upon danger/crime/etc just as it is happening.
69- Through verbal suggestion alone, the character can convince just about anyone that they can smell any particular scent ("Do you smell...burning?!").
70- The character can pop a shoulder joint out to escape straight-jackets and other confinements. Unfortunately, it hurts like hell. Roll vs. pain and if successful, add a+20% to any escape rolls until the shoulder is relocated in the socket, until then, othermanual skills are penalised by 10%.
71- The character has the ability to sleep anywhere, at anytime, even standing, on cold hard ground, in the middle of a war, or a busy street corner. The character likes to get 7+ 1d4 hours a sleep a night and people tend to think of the character as mildly narcoleptic, but the character can wake instantly on hearing a specific sound or event. They sleep easily, but lightly.
72- The character's catch phrases are, well...catchy, no matter how dumb they'd sound when you or I said them. Each time the character uses the same catch phrase with witnesses to hear it, there is a cumulative 4% chance that it will catch on, becoming the hot new buzzword, with everyone saying it to sound hip and cool. However, for each week this goes on, there is a cumulative 5% chance that it will go out of style. People will stop saying it and will be unable to remember why it sounded so cool.
73- Gum Manipulation.Character likes gum alot and has perfected a small range of sub powers.a: Can place gum on one hand and hit that hand, catapaulting the gum into thier mouth.b: Able to spit out the chewing gum and whack it away with thier hand, they can whack it at atarget with no strike bonus or penalty.c: Can blow bubbles, "snap" the gum in thier mouth, never bust a bubble, and can instantlyremove gum from themselves.d: Can find gum in any given situation and always seems to have a couple of packs on them.e: Can use gum to hold small things together like glue and find very useful tasks for thiergum in all sorts of situations.("Now, I'll use this aluminum wrapper and a piece of gum to foil the magnetic lock while youdistract the guard").
74- Electronic devices in the characters presence over a long period of time will develop dozens of little quirks, suffer non-critical malfunctions and failures but will NEVER breakdown permanently. The character will be 'in tune' with them and +10% on all relevant skills. Other people will be at -10% to use them, however.
75- The character has a knack for making dramatic entrances. MA is effectively 30, but only within one minute of them entering a scene in an impressive manner, after that MA returns to normal.
76- Third Time Lucky: If a character fails two consecutive skill rolls on the same task, the third will gain a +30% modifier. If the character still fails, no further bonuses will be recieved for further attempts.
77- Roll on the Phobia table. The character is totally unafraid of that particular thing, will automatically pass all horror factor checks relating to it or things like it, and will be unable to understand why anyone else is scared of it.
78- The character never has a computer "crash" (or any type of machinery malfunction, even on critical fail rolls) when working with one, no matter how many programs are running, or how old or antiquated it is.They can find a lost/misplaced file instantly and have little trouble using weird/alien computer systems.
79- The character can read barcodes by running his finger along them, they can also memorize serial numbers, passport numbers, code keys and other random strings of digits, including phone numbers (any number of them can be instantly recalled).
80- Reverse Achilles: A minor body part of the character (nose, single finger or toe, ear, etc) is completely invulnerable (as per the Major super power).
81- Wherever they are, whatever the time, the character can always catch a cab or a ride with any available transport within 1D4 minutes of trying. They still have to pay for the ride on cabs, ferries and such though.
82- The Character has the ability to make any malfunctioning or broken piece of machinery, electronics, or any mechanical device work by bumping it in a specific spot. Effect: The character has a 60% +5%/level of getting this to work, but can only try once a day per object they are trying to fix. The object has a 50% chance of working for 24 hours, if the roll is over 50% the object will only work for 1d4 hours.
83- At will, the character can summon up to 1D6 common small sized birds per level that will follow basic mental commands: fly that way, peck on that window, poop on that guy, etc. The doves can be ordered to attack, it's just that they can't really cause any appreciable damage except a small anoyance or distraction.
84- The Character has a knack for attracting groups of admirers, for whatever reason, there will always be a good chance the character can "Summon Groupies", they will act just like any usual Fan, seeking autographs, etc.
85- The character can remain airborn for a few moments more than usual for somereason, they get to use an extra one of their attacks while in the air9i.e. get to use Leap Attacks in one melee attack instead of the normal 2) and can leap for an extra 25% of their usual maximum distance or height, this also adds a special bonus(GMs call) on trick jumping bikes, skateboards, etc.
86- The Character is an extreme Pacifist and avoids performing any act of violence. They get a constant +2 on initative on the first round of combat,and +1 to initaive on all rounds after that, they have a 50% chance of detecting any surprise attack, are +20% to detect traps, concealment and any other ambush and gain a permanent bonus of +2 to parry and dodge ALL attacks. They tend to talk in terms of Karma, prefer to negotiate and never incite or condone violence, even if they are Villians, they will avoid trying to hurt anyone.
87- The Character is highly unlikely to ever be attacked by any type of Feline, in fact, any type of cat (big or small) just generally (noticably) like this Character for some unknown reason.
88- The Character has the natural ability to swim extremely well under water, they have an unusual swimming style that gains them a 25% speed boost, their normal swimming skill has a one time bonus of +30%.
89- The Character has a talent for shifting blame from one target to another, a simple roll vs their combined M.A and I.Q scores on 2d20 is all that is required, plus they get a+1 bonus to this roll each level of experience. A failed roll results in the blame being directed back to the original target (or possibly the Character) and the Character will not be trusted by anyone involved next time they ask the character (IF they ask that is).
90- The Character has the spooky ability to dodge anything thrown at them. Whether the object was thrown from in front of them, from the side, or from behind, the Character gets to roll for dodge, even if they cannot see the object. This only applies to thrown objects, not projectiles.
91- The Character has a natural ability to perform insane stunts in one type of vehicle or riding animal only. When attempting the stunt or reckless driving, they gain a +75% to their Piloting or Horsemanship Skill.
92- The Character has a parent who was a big fan of history, classic literature, libraries, and basically a bookworm. +15% to all scholarly skills (Science and Technical basically).
93- The Character has an unusual ability to understand any language spoken to them, able to glean the basic message anyone is trying to get across to them, and able to convey his words back.
94- The Character has a resistance to electricity and takes half damage from all electrical attacks, including magical ones. The Character can also use himself as a lightning rod to ground electricity. For 1d6 hours after being hit with electrivity or an electrical attack, the Character can deal 1d4 damage electrical shocks with his bare hands.
95- The Character possesses perfect hair, it never looks bad, always looks clean and stylish, they never have a bad hair day, and they get a +2 bonus to their P.B. whenever their hair is visible.
96- The character has very unusual fingerprints that change on a regular basis, their eye color and retinal pattern does the same thing. The Character has the same fingerprint pattern for about a week, but then it changes into a new one by the next week. Unfortunately, the Character has no control over this pattern mutation.
97- The character has a minor resistance to physical damage from being punched, kicked and hit with any blunt object. They can take the first six points of each blunt attack without ill effect. Also, they rarely suffer from bruising, concussion, and get to save vs coma/death when they would normally be knocked out by any impact.
98- The Character has an unusual skill in using a non-weapon objects, such as a cooking pot, shoe, garden rake, etc. The Character can use them as lethal weapons, perform stunt moves with them, throw them accurately and generally has the ability to apply weapon skills to the objects that normally wouldn't apply (i.e. garden rake=WP spear).
99- The Character has learned how to hypnotise animals. By crooning at them, waving their hands around, etc, the Character can slip any animal (ie, animal intelligence), into a mild trance state for 2d6 minutes or until otherwise disturbed.
100- The Character is unusually affected by Coffee, Tea and other mild stimulants or things such as pain killers, sleeping pills, etc. Coffee will act like a dose of amphetamine, sleeping pills will knock them out cold, pain relief will be amplified, infact, all drugs and chemical will be amplified if this Character injests them (double normal effects and duration).
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