Post by archenstone on Jan 21, 2015 15:25:33 GMT -5
Types of Powers
Mutant
Genetic Experiment
Chemically Induced
Gadgeteer
Alien
Magic user
Martial Artist
Mutants: Mutants are born with a natural mutation as a result of the X Gene. Modern scientist know little about the gene other than its changes are often fantastic and sometimes fatal
For our forum we will use these classifications
Omega: Powers are capable of worldly destruction
Alpha: Looks like a normal human and has full control
Beta: Passes for human but still struggling for control or has minor features that aren't quiet 'right'
Delta: Distinctly non human in appearance but no adverse side effects
Gamma: Distinctly non human in appearance and has conditions that hinder them.
Genetic Experiments: Experiments come in all sorts of manners but these relate to tweaking the human genome for enhancements
Chemically/Radiation Induced: Radioactive Spider venom, super soldier serum, Gamma Radiation and others fall into this category
Gadgeteer: Someone who has no powers but uses technology to do amazing things
Alien: Non Earth based sentient being.
Magic User: A Magic user invokes ambient energy and entities to perform feats that often have no scientific explanation and sometimes bizarre effects.
Martial Artist: Someone who trained in developed combat techniques for hand to hand combat and often weapons too. Sometimes Martial Artist have access to Chi Abilities which are a sub category of Magic.
Power Design Guidelines
Active Powers: Requires Mj for every use. These powers only activate at the will of the user
Passive Powers: Reserve a portion of Mj at all times. These powers are always considered active.
Some powers may seem like they fall into multiple categories and in fact some do. Some go to different categories depending on how the power functions.
These are not all possible powers but some examples
Physical enhancements:
Physical enhancements can do the following:
1. boost the Strength, Speed, Constitution, and/or Defense of a Character.
2. Grant additional HP, Damage Reduction, or even armor
3. Regenerate HP
4. Change the physical body in some manner such as tentacles or wings
Physical enhancements are generally considered Passive, meaning they are always active. Some characters have active use powers that temporarily boost their stats instead or change their physiology at will.
Mental Enhancements:
Mental enhancements do the following:
1. Boost Spirit
2. Provide Psionic abilities such as telekineses and mind control
Psionic Powers
Astral Projection: Can send one's mind into the astral realm
Telekinesis: Move matter with your mind
Telepathy: Read the thoughts of those around you
Mind Blade: Blade made of Psionic Energy.
Manipulation Powersets
Manipulation Powers are powers that allow a user to directly control types of matter in one form or another.
Examples of these powers:
Elemental Manipulation: Fire, Water, Earth, Electricity, Air
Crystal Manipulation: can mean crystal rocks, glass or even all crystalline matter
Bone Manipulation: Can manipulate bone matter
Blood manipulator: Manipulates the various compounds that make up blood.
Gravity Manipulator: Manipulates gravity
Emotion Manipulation: The ability to alter emotions of ones' self or those around you.
Code Manipulation: Can alter the coding of computers by 'connecting' to them
Creation Powers: These powers allow people to create things
Invention Creation: User can create inventions beyond modern science and has an instinctual understanding of technology
Art Constructs: Creating constructs from artistic representations
Handling Gadgeteers
Since Gadgeteers do not use 'powers' they should instead be given the option of some items to start with. I am thinking of about 2-3 items starting out as well as the possibility of designing their own items under supervision. Using the 3 item system for starting characters gives profile options such as detailed below
3 Offensive: Three items meant to do damage in some manner.
3 Defensive: Three items meant to protect the user from harm
3 Utility: Three items that perform various minor functions or buff the user...or de-buff the opponent in some way
Of course they can mix match as well for example
1 of each
2 offensive and 1 defensive
2 utility and 1 offensive
It it recommended to start with at least one Defensive and one Offensive then one of any preference.
Aliens
Aliens often have enhanced physiology. This can be represented by a passive power that is always active. Some aliens may have active abilities such as Superman's Heat Vision. This should be worked out between the player and storytellers
Magic Users
There are 4 main types of magic
Egocentric: Focuses magic on the self using one's own energies
Ecocentric: Focuses on magic pulling from the ambient energies of the plane
Exocentric: Focuses on spells that use extradimensional energies
Necromantic: Focuses on spells that are fueled through loss of sentient life.
Magic Users should have 3 spells they can use as powers.
Spell Name:
Cost:
Affecting: Physical or Spiritual
Effect:
Example
Spell Name: Mana Ball
Cost: 15mj
Affecting: Physical [defending players defense is counted for damage reduction]
Effect: Hurl a ball of pure mana energy at the target doing 15 damage
Martial Artists
For a Martial Artist their powers are combat techniques such as roundhouse kicks, hook punches, grappling and more
They will start with 3 power techniques
Martial artist will also have the ability to access chi in later levels which in traditional marvel at least...is a form of magic.
Technique: Roundhouse Kick
Cost: 10
Effect: 8 + Str damage
A master list of powers are here: powerlisting.wikia.com/wiki/List_of_Supernatural_Powers_and_Abilities they categorize things oddly sometimes but give a good idea of what powers can and can not do. We as the game masters maintain the right for final decisions on how abilities can be used as well as any abilities that may not be available for use in the forums from this list..