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View Full Version : new powers for the game - own design.


CCcenter_stage
05/03/2003, 15:38
I've made about thirty mods, so I have had to create some powers to accompany them. What I've done here is attached the power's point value to the end - rather, the power that I would put on the character generator to equal the power i would use when creating the dial (did that make sense). well, the power's value is at the end in brackets.

Let me know your opinions and suggestions on how I should fix / tweak these creations.

- SPEED -

SWOOP: This character can swoop down, attack, and fly away (optional). When you give this character a move action, he or she can move and make a close combat action at any time during the turn as if he or she was given an attack action. The remaining spaces for movement can then be used, without rolling for breakaway. The ability Swoop can only be used by characters that are able to fly (Charge).

FEAR: This character causes an opponent to run in fear, pushing that character if necessary (optional). Give the character a close combat or ranged combat action. Reduce his or her damage to 0. When this character successfully hits a character, the target must run in the opposite direction of his or her character. Target is not affected by opposing figures, and need not roll break away. After the movement, give the target figure an action token. If a target figure is given a second action token, then it is considered pushed and takes 1 click of damage. This power still is effective against targets with two action tokens, but these targets may not be given the pushed 1 click damage. (Mind control)

STRIFE: This character shoots wildly as they move (optional). Give this character a move action. He or she can make a ranged attack any time during the movement. He or she can continue to use the rest of the movement after making the attack. He or she is only allowed one attack per the standard rules. Due to the erratic spray of shots during the movement, the target gains an additional +2 defense against the attack (Hypersonic Speed).

FASTBALL SPECIAL: This character can pick up a friendly figure and toss them into battle (optional). Give this character a combat action. He can pick up a nearby friendly figure and toss them the distance of his or her range (if range is 0, then distance is 4). The friendly figure can then close combat attack a foe he lands near/is touching base with, using the attack role of the character that tossed them. The damage given to the target is that of the tossed character (Ranged attack).


- ATTACK -

NERVE PINCH: This character does damage while incapacitating the target (optional). Give this character a close combat action. If the attack succeeds, give the target an action token (as per an action) and normal damage value. Target cannot be given an extra click of damage from receiving a second action token/pushing (Incapacitate).

POWER COSMIC: This character can use the energy of the
universe to attack his or her foes (optional). Attacks made by this character ignore any power that reduces damage (psychic blast).

ENSNARE: This character can trap foes (optional). Give this character a ranged or close combat action. Reduce damage to 0. If attack is successful, target is trapped and considered immobile or incapacitated. Target is not given a token for this, thus cannot be pushed. Target stays in this state until they roll themselves free. On the turn of the player owning the ensnared character, they must roll 1 six-sided die. On a 4, 5, or 6, target is freed and allowed to take actions again. On a 1, 2, or 3, character is still ensnared and cannot take action that round. Ensnared character cannot be moved by other characters. Character is still able to take damage from opposing attacks inside this state (Poison).

GRENADE / TIMED CHARGE: This character can cause a
section of the game field to explode (optional). Give this character a ranged combat action and record the total. The character has tossed a charge / grenade onto the playing field, marked with a distinct token, the distance of the ranged attack. This token / grenade cannot be destroyed by other characters. Once the token is placed, it cannot be moved. The charge explodes upon the next turn of that player. Draw lines of fire to every character within three squares of the charge. These lines of fire are never blocked by figure bases, but are affected normally by terrain. Charge inflicts 1 click of damage to every character successfully hit via the recorded total. Grenade / charge ignores any powers that reduce damage (Pulse wave).


- DEFENSE -

ENERGY ABSORBTION: This character absorbs one click of life
from a ranged energy attack (optional). When this character is successfully hit from a ranged attack, roll one six-sided die. On a roll of 5 or 6, the character absorbs the attack, gaining one click of life and takes no damage (Invulnerable).

INTANGABLE: This character becomes “ghost-like,” allowing close combat attacks to phase through him or her, and ranged attacks to continue onto the character behind him or her (optional). When this character is the target of a successful attack (either ranged or close), roll 1 six-sided die. On the result of a 5 or 6, all the damage that it would normally receive from the attack can be inflicted instead on an adjacent character with a lower point value, regardless if nearby character is friend or foe. If the adjacent character is a foe, the attack total from the attacking character must equal or beat the adjacent character’s defense. Any damage reducing powers possessed by the character receiving the damage reduces this damage per the standard rules (Mastermind).

REBOUND: This character can bounce the attack back against their foe (optional). Upon an unsuccessful ranged attack against this character, they can repel the attack back at the foe that fired against them. The rebounded attack operates on the foe’s attack roll against the character vs. the foe’s defense. If the defense is less than the attack roll, then the foe’s attack is successful against themselves, causing appropriate damage. If the defense is greater than the attack total, then the attack is void (Toughness)

NEAR MISS: This character takes half damage on a successful attack. When this character is the target of a successful attack, roll 1 six-sided die. On a 4, 5, or 6 roll, this character was able to just dodge out of the way, thus takes ½ damage <round up> (energy shield/deflection).

- DAMAGE -

POWERFIST: This character’s punch is powered by some magical means that cannot be stopped (optional). Close combat attacks made by this character ignore any power that reduces damage (Probability Control).

WHAM!: This character causes knock back after each successful attack. Give this character a close combat action. If the attack succeeds, the target character is knocked back regardless if the die rolls are doubles or not. The knock back the target receives follows the standard rules of knock back (Enhancement).

COPYCAT: This character can mimic the powers or stats of any adjacent character. Powers that cannot be mimicked are mind control, psychic blast, telekinesis, phasing, hypersonic speed, stealth, super senses, mastermind, regeneration, battle fury, and probability control. Once character leaves adjacent character’s area, or adjacent character breaks away, mimicked powers and stats are lost (Outwit).

HOPE AND GLORY: This character shines with inspiration, causing a morale boost for your characters. Add +1 defense and +1 attack to all friendly characters adjacent to this character. The effect lasts as long as this character has this ability showing on his o her dial. If a friendly character moves away from this character, the effect ends (Leadership).

REPAIR: This character is a master of machinery, and can fix robots. If he is adjacent to a robot of some type (Spider slayers, doom-bots, and sentinels apply), give this character a close combat action with the robot as the target. Neither figure may be adjacent to an opposing figure. Ignore all modifiers to the close combat attack. If the roll succeeds, roll 1 six-sided die and “heal’ that many clicks to the target figure (support).

- NEW team ABILITIES -

CITIZEN: When creating a team, these characters point value are subtracted from the total (300 pts team + 3 10 pt citizens = 270 pts). At the end of the game, any citizens on your team that are lost / K.O.’d, their point value are subtracted from the player’s final point total from which they originated from (270 pts won – 2 10 pt citizens K.O.’d = 250 pts won).


Verdict?

CCcenter_stage
05/03/2003, 15:45
ooops. Fastball special is supposed to work off of "running shot," not "ranged attack."

Random
05/03/2003, 15:56
some good ideas for powers, not sure about some of the names though

CCcenter_stage
05/03/2003, 17:40
Thanks for the reply. What names would you recomend? These were the first ones I could think of...

greg_wolf
05/04/2003, 12:36
i created a power too. its called ace marksman. or something like that. it adds 2 point values o ur charactors attack.
the logic behind this power is for people like bullseye

Threadbare
05/04/2003, 15:29
I just wonder what colors you give them.

"Ooh, mauve with lemon chiffon swirls! He has power fist!"

CCcenter_stage
05/04/2003, 16:24
In answer to Threadbare's question, as well as my final additions...

Speed:

Swoop = Rose/pink (eg: Archangel)
Fear = Light green (eg: Scarecrow)
Strife = Gold (eg: Deadpool)
Fastball Special = Tan (eg: kalibak)

DELAY: This character stops and takes time to aim (optional). Give this character a movement action, but do not move them. Instead, they spend that round to take aim at their foe, increasing their attack value next round by 5 against that target. Target must be announced the round that delay is being used. Targets can be changed, but it will cost another delay action. Character cannot use delay when resting or after being pushed. If character looses delay, then targets and the bonus attack value is also lost. The use of the delay ability and the attack following next turn costs one action total (flurry). <Neon Green - eg: Punisher)

Attack:

Nerve Punch = Rose/pink (eg: Ras al Gaul)
Power Cosmic = Light green (eg: Silver Surfer)
Ensnare = Gold (eg: Mr. Freeze or Poison Ivy)
Grenade/Timed Charge = Tan (eg: Punisher)

CLONE: This character can create a duplicate of him or herself (optional). Give this character a move action, but do not move him. Instead, this character creates a duplicate of him or her, based on the dial stats that are present at the time. This duplicate can perform regular actions as the character that created the clone (powers and stats). After creation, this duplicate cannot perform any actions until the next turn, and fall under the terms for a regular character. The duplicate has only one click of health, so if the clone is successfully attacked, it is K.O.’d for 1/5 the point value of the original character (blades/claws/fangs). <Neon Green - eg: Multiple man).

Defense:

Energy Absorbtion = Rose/pink (eg: Bishop)
Intangable = Light Green (eg: Martain Manhunter)
Rebound = Gold (eg: Eric Lehnsherr)
Near Miss = tan (eg: Scarlet Spider)

COUNTERSTRIKE: This character’s reflexes are so good, they can attack a figure that has successfully hit him or her no matter who’s turn it is (optional). If this character is successfully attacked by a foe, give this character an attack action against the foe that hit this character directly after the successful attack (no matter who’s turn it is). This character can only attack the figure that hit him or her. If the foe is out of range or flying, and this character is unable to reach the foe due to range, then this ability is void. If this character is K.O.’d, due to pushing for the attack, then this ability is void. This ability does not count towards your allotment of actions, and does not receive an action token (willpower). <Neaon green - eg: Havoc)

Damage:

Powerfist = Rose/pink (eg: Mephisto)
WHAM = Light green (eg: Rhino)
Copycat = Gold (eg: Absorbing man)
Hope and Glory = tan (eg: USAgent)

REPAIR: This character is a master of machinery, and can fix robots. If he is adjacent to a robot of some type (Spider slayers, doom-bots, and sentinels apply), give this character a close combat action with the robot as the target. Neither figure may be adjacent to an opposing figure. Ignore all modifiers to the close combat attack. If the roll succeeds, roll 1 six-sided die (support). <Neon Green - eg: Forge)


These comments and ideas are great. Keep 'em comming!!

CCcenter_stage
05/04/2003, 16:29
shoot! I meant to put that COUNTERSTRIKE is marked with the "impervious" value for powers, not "Willpower"