Caped Crusaders
Issue One: Super Powers

HOME

Adventures
Hero/ Villain of the month
My personal D20 super hero system
Related Links
Contact Me
D20 Legal

Issue One: Powers (Because thats the fun stuff)

1: Absorption*

The character possesses the somewhat open ended power to absorb the properties of a target and transfer that property to him. Ther are so many variations on this power that it would take a whole supplement just to list them all. Here are some examples. It is up to the Gm and the player to work out the particulars of his version of this power.

Absorption has no range. The character must touch or be struck by the thing in question.

Suggested absorption

*Experience points. The character drains 10 EXP from his target on each successful HTH attack. This EXP is transferred to the character from the target. +10 EXP per level. PR to use=1 per use.

*Power Copy. The character can copy one super power from a target on a successful touch attack against bare skin. She can not copy skills, feats, gadgets, magic or cybernetics. Just raw super powers. These copied powers fade away in CHA mod + level rounds. Ther is a 10% chance per sue that the copy is permanent. PR=2 per use.

* Hit Points. Drain and transfer 1d4+1(+1 per level) hit point from a target on a successful touch attack. These Hit points are transferred to the character and can increase beyond his total normal Hit point max. Stolen hit points drain away in CHA mod + level rounds. Ther is a 10% chance per sue that the transfer is permanent.

PR=3

*Stats. The character can copy the highest stat from a target on a successful touch attack. The character will automatically copy the targets highest stat, but only if that stat is higher then her original stat. IE: Power Copy Girl touches Snail boy whose highest stat is his STR of 6. As Power Copy Girls STR are 12. She doesnt get anything from Snail Boy. Latter on Power Copy Girl touches Strong Dude whose STR is 30. As her STR is 12, she can copy Strong Dudes STR of 30.

 Copied stats fade away at in CHA mod+level rounds.

PR=2

*Power Points. On a successful touch attack against bare skin the character can drain and transfer Power Points from a super being and add them to his existing Power Points score. The character drains 1d4+2 power points (+2 per level). These power points are transfer to his Power point total and can exceed his max.

Stolen power points fade away in CHA mod + level rounds

PR=0

*Damage. You can absorb damage from an incoming attack. This damage is ignored and instead transferred to another aspect of the character. Some ideas are Transfer to power Points score, Transfer to hit points, Transfer to either STR or CON.ETC.

Or the character can redirect the damage back at the person who targeted them. Once the character absorbs the damage, eh may make an attack roll against any target and if successful that damage hits the target as a ray of energy.

Amount of damage absorbed: CON X 2. This amount of damage is ignored, any damage exceeding this amount you have to deal with as normal.

PR=1

*Skills. On a successful touch attack the character can absorb all the targets knowledge and memories. This processes takes 1d6 rounds during which the character and the target must remain in contact and can not be disturbed. At the end of this time the character has learned all the targets knowledge and memories and has a working knowledge of all their skills.

Copied skills fade in INT mod + level rounds.

PR=5

*Appearance. On a successful touch attack against bare skin the character can change her looks to match those of the targets (can you say doppelganger). Copied looks fade in CHA mod + level rounds.

PR=1

*Substance. By touching an inanimate object, the character can absorb the Structural capacity of that object. His body takes on a vague resemblance to the structure copied and he gains a Natural DR equal to the objects SDC.

He may also gain some other minor abilities like increased STR.

PR=3

 

2: Adaptation (Life Support)

The character can survive in any harsh environment with out need of any special gear. He can survive the rigors of space as well as alien or toxic environments. He can survive underwater, in extreme heat or sub zero cold with out any special equipment. He is also immune to disease and most poisons. As a side effect of this power he receives a +8 to all FORT saves and takes no damage from Heat/Cold type of attacks.

The character still needs to eat, drink and sleep.

This power is Always on.

 

3: Android/Robot body

The character is an Android/Robot and as such has many innate advantages and disadvantages.

*+2 STR. +2 CON.-4 CHA

* Construct: Immune to all mind and emotion effecting abilities. Immune to heat, cold, poison, disease. Immune to critical blows, subdual damage and death from massive damage. Immune to magic.

* X2 damage from electricity.

 

4: Animal Control

The character gains the Animal Empathy feat and +6 to her Animal handling and Ride skills. In addition the character may choose an animal type or group of animals that she shares an empathic bond with. The character can control an amount of animals equal to her CHA mod X 2. The Range/radius of this power is equal to her CHA X 2.

The more specific the character is in her choice of animals controlled the better. For example Fish Guy has the ability to control all sea life. Which means when he activates his power any and all sea life in the area show up, even if its only a school of guppies? He has no choice in what shows up. On the other Hand Wolf Girl can summon wolves, which are far more effective in a fight then say a sea cucumber but if there are no wolves in her area of effect. Nothing shows up.

PR=2 to activate and 1 per round.

 

 

5: Plant Control

The character posses the ability to communicate with and animate and control plant life.

He can control an amount of plants = to his CHA mod X2. The range/radius of this ability is CHA X2.

Plants in the area will respond to his command and will even animate. But as they must still obey the laws of nature (Like being rotted to the spot) this is still a pretty goofy power.

Most people with this power carry seeds and small samples of some of the more hostile and toxic plants on them to better make use of this power.

PR=1 to activate. PR=1 per round. PR to cause a seed to instantly sprout and grow=10.

 

6: Animal Powers

The character posses one or more minor super powers that she shares with a member of the animal kingdom. The animal in question can range from the common and cool-Mammal, Reptile, Bird- to the weird-Mollusk. Roll 1d6+1 time on the following table for her powers.

1: Animal Control-Chosen species only

2: +1d8 CONS

3:+1d8 DEX

4: Alertness

5: Natural DR of 6

6: Wings

7: Claws and fangs: +2 to hit HTH +4 to damage

8: Venom

9:+1d8 INT

10:+1d8 STR

11: Gain the RUN feat

12:+1d8 CHA

13:+1d8 WIS

14: Water Breathing

15:+5 Climb Skills

16: Extra Limb or tail

17: +4 all saves

18: Regeneration

19: +5 Wilderness Lore. +5 Animal handling. +5 ride.

20: +5 swim. +5 jump.

 

7: Plant Powers

The character shares several powers with members of the plant kingdom. These powers include.

+1d6 DEX. +1d6 STR. +1 to hit HTH +2 to HTH damage. +1d6 CON. Natural DR of 8. +10 run. Regeneration. +5 Wilderness Lore. +15 to Knowledge-Nature. Pass with out trace at will. Immune to plant based toxins. +5 to climb trees.

 

8: Animated/Robotic servant

The character has a robotic/animated servant such as an Astor Mech or a golem or a zombie.

It is up to the GM and the player as to what this servant is though you will find plenty of examples in the Monster manual.

 

9: Body Armor

 The characters body has a natural armor, much like that of a Rhino. This armor is innate to the characters body. It grants him some DR and increases his weight.

DR: 5+3d6 (+1 per level). The character may ignore this amount of damage from each and every attack, every round

BUT!

Body Armor is ablative. Any damage that it absorbs is subtracted from the amount of damage it can withstand from the next attack.

IE: Armadillo Guy has Body Armor with a DR of 16 and gets hit for 5 points from an attack. He ignores those 5 points of damage as they are under his DR BUT he also subtracts 5 from his DR.

The DR of Body Armor can never go below 5.

DR from Body Armor heals back at a rate of CON mod per Hour of non combat rest.

Weight Gain: The Body Armor adds to the characters natural weight. +10 Lbs per point of DR.

 

10: Power Armor

The character has a suit of Power Armor that provides him with protection and perhaps some additional powers. The Suit is a technological marvel but it is still an object and if the character isnt wearing it. He cant take advantage of it now can he?

DR: A suit of Power Armor provides the character with DR 5+3d6. ). The character may ignore this amount of damage from each and every attack, every round

BUT!
For every attack the Power Armor bounces it loses ONE point of DR permanently (Can not drop below 5DR). DR can be repaired at the cost of $100.00 per point of DR.

There is a chance that the armor has some additional systems built in to it such as lights and a phone. ETC. Roll 1d4-1. This is the amount of extra gadgets that are built in to the armor.

 

11: Astral Projection

The character can separate his Spirit Self from his martial body and enter the astral plane. This ability in all ways duplicates the Spell Astral Travel in the PHB. Refer to that for the rules on these powers

PR=10

 

12: Bionics/Cybernetics

The character has 1d4 body parts that have been replaced with cybernetic enhancements. He gains the following general abilities

+2 STR. +2 CON. +2 DEX. Alertness.

In addition the abilities of each replaced part must be devised by the GM and the player. Some ideas are

Hand/Arm. Legg/Foot. Eyes/Ears. Bones/Skin.

 

13: Body power*

The characters body duplicates any one other super power in a minor way. Pick a body part then pick any one other super power listed in this game. That body part produces a minor version of said power. IE: Hands. Flame Power. Can produce enough flame to boil water and pop popcorn or do +1d6 damage.

Its up to the player and the Gm to work out the minor power.

 

14: Chemicil Power*

The character ahs the ability to generate and duplicate the properties of any one chemical, substance or mixture of chemicals. Ther are so many chemical verities available that it would take a whole book just to list them. Rather here are some suggestions and the generic rules for this power.

Acid. Sleeping gas. Water. Sand. Lava. Poison. Pheromones.

Range=Touch or DEX mod

Damage=1d6 per level (10d6 max)

Area of effect: 5 x 5 cube (+1 per level)

Duration of effect: CON mod + level.

PR per use=3

 

 

15: Cosmic Awareness

The character is literally plugged in to the cosmos, he is totally intone with the very fabric of the universe. He is one with the force. As such he gains some pretty hefty bonuses.

*Skill bonuses when plugged in: +10 to Spot, Listen, Search, Inuit Direction, search, gather information, wilderness lore. Gains the Tracking feat. +10 to all knowledge checks. PR=5

*Personal danger Sense. +4 to inchitive. The character can not be surprised and is never caught flat footed. Always on.

*Cosmic Danger Sense. The character can sense and pinpoint great disturbances in the force. Earthquakes, tidal waves, planets blowing up. Stuff like that

Range/Radius 100 X CHA miles. X2 per level. Always on.

*Commune. Once per day the character may ask the Gm one Yes or no question that the GM must answer. PR=25.

 

 

16: Darkness Control

The character can create and reshape areas of total darkness. This darkness can be complete or just smoke and shadows. The player can decide how much if any light he wants to allow entering or leveeing the area of darkness.

Range=DEX + level

Area of effect: 5 x 5 cube (+2 per level)

PR=1 to create and 1 to reshape

 

17: Death Touch

A truly hideous power and one that perhaps should be reserve for villains only? The character can simply touch a target and cause them to die.

On a successful touch attack against bare skin the victim of this attack must make two saves.

The First is a FORT saves at DC 17(+1 to DC per level). If the character makes the FORT save they take 1d10(+1d10 per level. Max10D10) damage. If they fail the save they instantly drop to 0 Hit points.

They then must make a WILL save at DC 17 (+1 to DC per level) if they make this save they are knocked out/stunned for 1d10(+1 round per level) rounds if they fail the save they are Dead!

PR=25

 

18: Disintegration Ray

The character projects a ray of disruptive energy that damages inanimate objects. IT causes no damage to living matter, only material objects.

R=DEX X Level

D=1d6 per level (Max=15d6) this is done to the Objects DR/Structural rating

PR=3

If used against an opponent it causes no damage to the opponent, just their equipment. Clothing. Etc. So in seconds you could be facing an unarmed, buck naked opponent.

 

19: Devitilization Ray

The character possesses the ability to project a wave of negative energy that disrupts the very life force of anything it targets.

R=DEX level

D= To Animil / Humanoied. 1d4 CON (+1 per level). TO plant life/vegetable matter 1d6 points of damage (+2 per level). Machine/Techno organic life forms are unaffected by this power. (A target drained to 0 con falls into a coma. It regains 1 pt of CON a day)

RR=5

 

20: Dimensional Travel

The character possesses the ability to travel the dimensions. Ther are a few different versions of the power. The character may choose one of the following

*Dimensional pocket. The character can create a dimensional pocket in which to store things. This functions in all ways just like a Portable Hole of the largest verity. See the DMG.

PR=5 to open hole

*The ability to travel to and from any one particular chosen dimension> the player chooses the dimension at the time of the characters creation and once chosen it can never be altered. The character may travel back and forth at will PR=4

*Time Travel: Past. The character can travel to any point in the past that they have successfully studied and can picture clearly in their mind (INT check at DC 15, knowledge skills apply). While in the past no matter what actions the character takes he can not alter his own personal history or history as he knows it. (Ahh dont you just love those alternate universes). PR=10

* Time Travel: Possible future. The ability to travel in to the possible future. As the real future hasnt happened yet from the characters point of view, any future he travels to be just a possible future and opens to the Gm as to what the character will see (Just like in all those annoying alternate X-men timelines from the 90s).

The character can travel up to INT mod years in to the future for every 10 PR he spends.

*Planer travel. The ability to travel to alternate realities and planes of existence (Like Asgard, the ethereal plane. A universe where the dinosaurs didnt die. Etc).

The character states where he is trying to go. His chance of success is equal to his INT X2 % (+5% for every extra PR spent). Should he make the roll, he ends up where he was trying to go. Should he fail the roll? Then the Gm gets to have some fun.

PR=10.

 

21: Emotion Control

The character can cause a target to experience all the effects of an emotion. This emotion overrides whatever the target is currently feeling and they will react accordingly. The character should choose one or two emotions that she can instill at the time of creation. Some examples include Love/Hate/Fear/Trust. Etc.

Characters under the effect of this power must behave accordingly even if the Gm has to take control of them.

Victims of this power may make a WILL save at DC 17 (+1 to DC per level) to resist

Range=INT

Area of effect: All targets within a 5 x 5 cube (+1 per level)

PR=8

 

22: Flame Power

The character can project flame. There are several ways and variations that this ability can be used as Flame Power is one of the more common super powers.

Cone/Ray of Fire: R=DEX + Level

Fire ball: R=DEX + Level. Radius upon impact=5 x 5 (+1 per level)

D=1d6 +1d6 per level (Max = 15d6)

PR=3

 

23: Body of Fire

The character can literally burst into flames. While on fire the character gains the following abilities

*Flight. The character can fly at the rate of 88 MPH.

* Damage field. Anyone touching the character takes 1d10 points of damage. The character may also add +1d10 to his hand to hand damage.

* Natural DR of 12 (They melt)

* Immune to fire

PR=3 to transform. PR=3 per hour to remain transformed. PR=3 per hour of flight.

 

24: Flight

The character can fly. Perhaps the coolest power ever.

Flight Speed =STR XEND MPH

If the total is higher then 700 MPH the character also has Hyper Flight, the ability to fly at MACH speed. He can go one mach per level.

PR=1 to activate and PR=2 per hour.

 

25: Force Field

The character has the ability to cover her body with an invisible field of force that protects her. The character may also place others within protective bubbles of force but these bubbles are not as resistant as her personal force field.

*Personal Force field: +4 to AC. +4 to all saves. Natural DR of field 15 (+1 per level). Air Supply: One hour (+1 per level). PR=3 to create. PR=1 per hour to maintain.

*Force Bubble: Range=CON. Radios of Bubble 5 x5 (+1 per level). DR of bubble=10 (+1 per level). Air Supply: ½ an hour (+1/2 an hour per level) PR=3 to create and 3 per hour to maintain.

*Force Blast. The ability to pummel a target with waves of force. Range=CON. D=1d6 per level (Max 10d6) PR=2

*Wall of force. The ability to create a wall, of force. This in all ways duplicates the spell of the same name. PR=10.

 

26: Gravity Control

The character has the ability to control the gravity around an object, increasing it or decreasing it as he sees fit. He may either alter his own personal gravity or the gravity of another target.

Self

*Increase gravity 1: PR=2. Can not be knocked over/Down

*Increase gravity 2: PR=4 Can not be knocked back. X2 weight

* Increase gravity 3: X2 to mass/weight for every 6 PR spent

*Decrease gravity 1: PR=2 X2 Jump distance

*Decrease gravity 2: PR=4 X4 Jump distance ½ weight

*Decrease gravity 3: PR=6 X6 Jump distance. Weight is now 5lbs

*Zero G PR=8. Character now has no personal gravity. He begins to float and bob about like a balloon. He has no control over where he will go.

Other

Range=CON mod X2

*Increase mass/Gravity: You may double the mass/gravity of an object for 4 PR. For every additional 4 PR you spent you may double the mass/gravity of an object again by 2.

*Decrease gravity/Mass: You may cut the weight/mass of an object in half for 4 PR. For every additional 4PR you spend you may cut the weight/mass of the object in ½ again. You can never make an object weigh less then 1 pound.

*Zero G PR=8. You may make an object have Zero gravity. At which point it begins to float and bob about like a balloon, having no control over where it goes.

* Gravity Blast: You may hit a target with waves of gravity causing 1d6 per level damage (max is 15d6)

 

27: Heighetnd Stat

Chose one of the characters stats. Raise it to 18 if it is not already 18 then, you may roll 3d6 and add that number to the characters existing stat. This power may be taken more then once.

 

28: Heightened Attack

You are much better at combat then you should be. You have that innate ability to strike a target in the exact spot to cause the most damage possible. Chose or roll one of the following.

1: +4 to damage with one attack/weapon

2:+4 to the damage caused by a group of similar weapons

3: +4 to damage with all weapons

4: +1 to all damage. Gain an additional +1 per level.

 

29: Heightened Defense

You are very hard to hit in combat. While you are aware and mobile you may add a +4 to your Armor Class.

 

30: Heightened Expertise:

You are innately much better at combat then a normal person. You may chose or roll one of the following

1: +4 to hit with one weapon/attack

2: +4 to hit with a group of similar weapons

3: +4 to hit with all weapons/Attacks

4: +1 to hit with everything. Gain an additional +1 per level.

 

31: Heightend Senses*

Gain the alertness feat. In addition one or more of the characters senses are enhanced. It is up to the player and the Gm to work out what sense are heightened and what bonuses the character gets. Some examples are

Night Sight. Microscopic Vision. Telescopic Vision. X-ray vision. Radio reception. Ultrasonic hearing. Enhanced hearing. Super smell. Tracking Smell.

Sixth sense. Radar sense.

 

32: Heightened Speed

The character reacts and moves at a much faster speed then a normal human. He automatically gains the Improved Initiative and Lightning Initiative Feat (gaining him a +6 to initiative). In addition the character gains another +1 to his initiative per level.

Also raise the characters run speed from 30 to 80 and add +10 to all the other characters movement rates.

The character gains an additional +5 to all his movement rates per level.

 

33: Ice Powers

The character may project waves of intense cold and Ice

Range=CON

Damage=1d6 per level (max 15d6). The character can create One cubic foot of ice for every point of damage his target takes. This ice can cling to the target, binding him up. Each cubic foot of ice weighs about 20lbs.

 

34: Body of Ice

The character can coat his body with a hardened sheath of ice which acts as armored and grants him several other abilities.

*+10 to run

*+1d6 to HTH damage

*+4 to AC (he is hard to grab)

*Natural DR of 12

*Immune to cold

PR=3 to transform and PR=3 per hour to maintain.

 

35: Illusions

The character has the ability to fabricate realistic illusions. The player and the Gm can work out which of the six senses the illusions effects. It costs 1 PR per sense that the illusion effects.

Visual Illusions: The character can create realistic 3D illusions that can be sceen by all.

*Audio Illusions; the character can recreate sounds, noise and even conversations

*Odder Illusions: The character can create the illusions of smell and scent.

*Taste Illusions: The character can create illusions that fool the sense of taste (Of course how often dose someone actually go around tasting things to see if they are real?)

*Telepathic illusion: The character can create illusions in the mind of his target. No one else seas them but the victim.

*Psychic Illusions; if probed by magic or psychic means the characters illusions will appear to be real to even those abilities

*Tactile Illusions: The characters illusions now contain tactile sensation as well. If you touch an illusionary flame it will feel hot (Though give off no actual warmth)

Range=INT X10

PR=1 per sense effected. PR=1 to create and 1 per round to maintain.

 

36: Force Constructs

The character can fabricate solid objects and constructs made from some energy or force (IE: The Green lantern). First the player must choose what force/energy/substance he makes his constructs out of. IT helps if the character already has an energy attack of some type, but it is not required.

Second the player can decide whether eh can create inanimate objects, animate objects or both.

*Inanimate Constructs: The character can form solid, inanimate objects in whatever shape he desires (no moving parts). From simple geometric shapes, to bizarre creations of pure fancy. Range=DEX X 2. PR= for every 2 PR spent he can create an object that has One Structural point/DR and weighs up to 20 LBS.

Once created the object will remain until destroyed or reabsorbed. The character can create and control up to INT mod objects at one time (+1 per level).
*Animate Creations: The character can form and control mobile masses of solid energy, from simple objects with working parts to beasts and monsters (and a date for the prom). Range= DEX x 2. For every 2 PR spent the creation will have One hit point, 2 of movement and will weigh up to 20 Lbs.

Animated creations will be able to attack as a brawling weapon doing 1d4 for every 2 PR spent in the creation of the object. Treat animated creatures as the equivalent of CR 4 creatures for the purposes of EXP. Any EXP an animated creature gains is transferred to its creator. Once a creature is created it will remain until destroyed or reabsorbed.

The character can create and control up to INT mod creations at one time (=1 per level)

*Force Blast: Range=Dex x 2. Damage=1d4 per level (max 10d4) PR=2.

 

37: Invisibility

The character can turn invisible. Refer to the Invisibility spell in the players handbook. While invisible the character also gains +1 to hit and is -4 to be hit.

PR=1 to transform and 1 per turn.

 

38: Invulnerability

The character has the ability to simply ignore large amounts of damage. The Character has a natural DR of 10+3d10(+1 per level.). He may ignore this amount of damage from each and every attack, every round.

BUT!

Ther is one type of attack/damage/substance that his Invulnerability does not work against (The Kryptonite factor)

 

39: Intangibility

The character can assume a ghost like state. While in this state she can pass harmlessly through almost all substances (with the exception of force fields and magic) and she is unaffected by solid objects. She can still be affected by magic, sonic and flash attack and air based gas. Other then those, she is immune to all other attacks/damage.

While Intangible, the character can move at ½ her movement rate by Air Walking

PR=3 to transform and PR=3 per round to maintain.

Ther is a 10% chance (+2% per level) that if she passes through electronic /mechanical devices she disrupts them.

 

40: Light Control

The character can create light. From harmless light bright enough to see by to blinding flashes and deadly lasers.

*Create Light: PR=1 for every 10 watts of light he wants to create. PR=1 per hour to maintain.

*Laser: Range =CON + Level. Damage=1d6 per level (10d6 max)

*Blinding Flash: Range=CON. Radius 5 x 5 (+1 per level). All within the radius must make a FORT save at DC 17 (+1 to DC per level)? If they make the save, they averted their eyes in time. If they failed it they are blinded for 1d6 rounds.

*Immune to light based attacks/Damage

 

41: Lightning Control

The character can generate and control electricity.

*Lightning Bolt: Range=CON X2. Damage=1d6 per level (max 15d6) PR=2

*Ball Lightning: Range=Con. Damage=1d6 (max 10d6) radius=5 x 5. PR=3

*EMP pulse/Short Circuit. Vs machines only. Target technological device must make a FORT save at DC 17 (+1 to DC per level) or be rendered useless and immobile. Range =CON. PR=4

*Immune to electricity based attacks/damage.

 

42: Rolling Savant Syndrome

Once per Day (game time) the character gains a +10 to one (1) Non Combat skill. This bonus remains until the character is knocked out or falls asleep. When he wakes up he now has the +10 in a different skill.

 

43: Magnetic powers

The character can generate and control magnetic waves. Allowing him to a=manipulate and control metallic objects. Any metallic object (but only metallic objects).

*Magnetic Blast. Range=STR. D=1d6 per level (Max 10d6) PR=5

*Manipulate Metallic objects. Range=STR. Magnetic Capacity=STR X LEVEL X50 pounds. PR=5 per object. Controlled objects move at a rate of CON feet per turn.

*Immune to magnetic based attacks/Damage

 

44: Mind Control

The ability to take complete control over a targets mind. And actions. In order to sue this power she must be able to communicate with her target somehow, but once control is established it is absolute.

Range=INT mod +CHA mod. PR=20 per successful mind control.

The target may make a WILL Save at DC17 (+1 to DC per level) to resist. Once control is established the target will pretty much do whatever the character tells her to do. If she gives the target a self destructive command such as Kill yourself the target is allowed another WILL save, but if they failed they will follow the command.

Once established, control of a target lasts CHA mod + level rounds.

 

45: Wild Card Power

This is any power that I havent thought of already. The player and the GM are given free reign to create a brand new power or a modification to an existing power.

 

46: Natural Weaponry

The character has a natural set of Claws/Fangs/Quills or other way to cause grievous damage to a target in Hand to hand combat. Roll or chose one of the following

1: +1 to hit +1 to damage

2: +1 to hit +2 to damage

3: +2 to hit +4 to damage

4: +3 to hit + 6 to damage.

 

47: Tunneling/Hyper Digging

The character has the ability to dig structurally sound tunnels much like a mole. He can dig at a speed of ½ his normal movement rate. PR=1 per hour.

The character may chose as to weather the tunnel remains or seals up behind him.

 

48: Paralysis ray

The character is able to project a wave of energy that has the strange ability to render his targets immobile and completely paralyses.

Range= CON x2. PR=7. The target is allowed a FORT save at DC17 (=1 to DC per level) to resist. If they fail the save they are rendered completely paralyzed (they can still breathe) for 1d6 rounds (+1d6 per level. Max 10d6)

 

49: Pet

The character has a well trained pet that accompanies him on all his adventures. Refer to the rules for familiars in the PHB for rules on Super Pets.

 

50: Sidekick

The character has a trusted follower or sidekick. The Sidekick is an expert NPC created by and under the control of the GM. The Side Kick is usually a lower power version of the main character, though not always. Sometime the sidekick may have powers that complement the main characters. Side kicks are usually teenagers

IE: The Archer has a Side Kick named Quiver who is a lower power copy of the archer. On the other hand Fire Man has a Side Kick named Ice Boy whose minor Ice powers compliment Fire Mans flame powers.

 

51: Poison/Venom

The character posses the ability to create and extract a toxic venom, similar to the ability possessed by many animals. It is up to the player and the Gm as to how this toxin is delivered. Perhaps she has poisonous spines or fingernails or the ever popular death kiss.

The toxin will either be harmful or non-harmful.

Range=Touch or CON. The character can produce CON doses of venom a day (+1 per level)

Toxic: Target must make FORT save at DC17 (+1 to DC per level) or lose 1d4 CON (+1d4 per level. Max 5d4). If Con drops to 0 Target falls in to coma. PR=8

Non Toxic: Target must make FORT save at DC17 (+1 DC per level) or be rendered immobile for 1d4 rounds (+1d4 pre level. Max is 10d4) PR=6

 

52: Power Blast

This is the generic Comic book energy blast. It may look like and act pretty much like any thing the player wants. It may have any special effects he feels suits his concept.

Range= DEX X Level

Damage= 1d6 per level (Max is 15d6)

Power Cost: 2 per use.

 

53: Psionics

The character possesses 1d4 Psionics abilities. The may duplicate any existing Psychic power listed elsewhere in this supplement (telekinesis. Telepathy. Mind Control. Emotion Control. Animal Control) Or the player may chose Psychic powers from the Psionics Handbook or D20 modern.

 

54: Regeneration

 The character heals at an amazing rate. He recovers in moments from damage that would take others days to come back from. Even broken bones and missing limbs are only an inconviance as his troll like body recovers from even that. He can regenerate from almost any type of damage with the exception or decapitation.

The character heals CON mod hit points a round. Double that if he is immobile and relaxing/resting.

 

55: Healing touch

The character can heal others on touch.

Heal/replace Power: 1d6 per level (Max 10d6) PR=4

Heal/Replace Hit points: 1d6 per level (max10d6) PR=8

Repair/Mend broken bones: PR=8

Repair/Mend burn damage: PR=10

Repair/replace missing limb: PR=20

Repair nerve/brain damage: PR=25

 

56: Resurrection

On a successful touch against bare skin the character can bring life back to a recently dead body. The chance that this succeeds is 90%-10% per hour that the body has lain dead. When the body is successfully resurrected, the person revives at 1 HP and 1 PP and will need a few days of rest.

PR=25

 

57: Growth

The character has the ability to get big, real big. The character has a 20% chance of being able to grow to any of several different sizes. If so roll on the following table to see the characters maximum size, remembering that he can stop anywhere up to his max size. If only able to grow to one particular size then just roll to see what that size is.

If the player wants the size change can be permanent (André the giant?)

1: Height factor: x 1.5. Weight Factor X2.  STR: +1d6

2: Height factor: X2.   Weight factor: X3. STR +2d6

3: Height factor: X3. Wight factor: X 4. STR +3d6

4: Height factor: X4. Weight factor: X5. STR X2.

5: Height factor: X5. Weight factor: X6. STR X4.

6: Height factor: X6. Weight factor: X7. STR X6.

PR=2 to Grow, but none to change back. PR=2 per hour to maintain.

 

58: Shrinking

The character has the ability to get small, real small. Ther is a 20% chance that the character is able to shrink to any one of several sizes. If this is so roll on the table below to determine her minimum size. Remembering that she can stop anywhere along the way. IF only one size is able to be shrunk to, then just roll or chose.

The size change can be permanent if the character wishes (marionette?)

1: Height factor:/1.5. Weight factor: X.125. DEX: +1d6. +2 to AC

2: Height factor:/2. Weight factor: X.004. DEX: +2d6. +4 to AC

3: Height factor:/4. Weight factor: X.000074. DEX: +3d6. +6 to AC

4: Height Factor: 1 tall. Weight factor: X.0000027. DEX X2. +8 to AC

5: Height factor: Microscopic. Weight factor: N/A. DEX: X4. +10 to AC

6: Height factor: Atomic. Weight factor: N/A. DEX: X6. +12 to AC

Option: The character can retain their normal weight when shrunk

PR=2 to shrink, but none to grow back. PR=2 per hour to maintain.

 

59: Sonic Powers

The character can project waves of Sonic Vibrations.

Range=: STR x 2

Damage: 1d6 per level (max 10d6)

On a successful special attack, the character has a STR % chance to shatter objects.

PR=2 per use.

 

60: Sonic control

The character has the ability to control sound waves in an area, increasing or decreasing their frequency.

*+10 to all Listen checks. +5 to read lips. +5 to move silent.

* Mimic sound/ ventriloquism: The character can mimic any sound or voice he has herd before. Range= CHA X2. PR=1

*Shatter Shock: Range=STR. (Cone) STRX2 % chance to shatter objects in area of effect. PR=2

*Increase ambient sound in area: The character can increase the amount of sound in an area. Whispers sound like screams. Gunshots sound like jet plane engines. Jet plane engines sound like nuclear explosions. All within the area of effect must make a FORT save at DC: 17 (+1 to DC per level) or be stunned and deafened for 1d6 rounds (+1 round a level). Range=STR. Area of Effect=5 x 5 (+1 per level). PR=4

*Decrease ambient sound in area: The character can decrease the amount of sound in an area to the point where nothing makes any noise (Like that creepy buffy episode). Other then being creepy, all in the area are -5 to Spot checks and -20 to listen checks. PR=3. Range=STR. Area of effect=5 x 5 (+1 per level).

*Immune to Sonic based attacks/damage.

 

61: Speed Bonus

 Chose one movement rate (Run/Swim/Jump/Swing/Fly. (If you have it)) You may add +30 to that movement rate (+5 per level). You may also gain the RUN/DASH/FLEET FOOT feat for free.

This power may be taken once for each movement type.

 

62: Special Weapon

 The character has a weapon or small set of weapons that possess features far beyond an ordinary weapon of the same type. The weapons are either magical or technological. You can refer to the rules in the DMG for the abilities a Special Weapon could posses. The Gm and the player can work out what the weapon is and does.

 

63: Stretching

The weirdest power ever. The character can stretch and bend his body and limbs in all sorts of strange and unusual ways. The maximum length he can stretch any part or parts is STR mod + CON mod. The largest area that his body can stretch out and cover is ½ that distance. OR he could fill a cube with an area of ¼ that.

Other benefits.

*By stretching his legs the character can run faster and jump farther. He may add his STR score to his top run speed and he may triple his Jump distance.

PR=1 per use.

 

64: Telekinesis

The ability to mentally manipulate objects.

*TK capacity=STR x10 X level. Pounds. Range = DEX x Level. Speed at which objects move: CON X Level. PR=1 per object. PR=1 per round to maintain control.

*TK Blast: Range=DEX X level. Damage=1d6 per level (max 10d6). PR=1

*TK Shield: PR=1 to set up and 1 per round to maintain. +4 to AC and DR of 8 while active.

 

65: Telepathy

The ability to mentally communicate with another mind, forgoing all normal means of communication or translations.

* +8 to diplomacy, bluff, sense motive.

*Communicate: Range/Radius=INT X 10. PR=1 per mind. PR=1 per round to maintain contact.

*Cipher: Her telepathy allows the character to understand all spoken languages. PR=1 per use.

*Telepathic switchboard: The character can maintain communication with a total of up to INT minds, as long as they are all willing. PR=-1 per mind in switchboard. PR=1 per round to maintain.

* Thought Scan:

*Thought Tracking:

*Mind Probe:

*Telepathic blast: Range=INT Damage=1d4 per level (Max 10d4)

 

66: Teleportation

The ability to instantly travel from one point in space to another point in space with out error. As long as you can clearly picture your location in your mind or have been there at least once before.

Distance=STR + CON

PR=1. For each additional PR you spend you may increase that distance by 10.

 

67: Transformation: Power Activation

The Shazam syndrome. The character has no powers with the exception of transformation. When he transforms he gets all the powers he initially rolled/chose plus and additional power and +1d6 to his STR and CHA.

It takes one free action to transform with no PR cost.

 

68: Transformation: Weaker forms.

The character cab assume the forum pf something that is significantly less powerful then his normal forum, though not without its own advantages. The character can have up to 2 lesser forms. Some ideas would be than ability to turn into a Bat, Wolf, Mist, Puddle of water, A bird, Sand, A bolt of lightning, a fish.

It takes one free action to transform with a PR of 1.

 

69: Shape change: Doppelganger

The character can assume the shape, appearance and obviously physical (like wings) features of any humanoid of about the same size and build as her. This disguise is perfect, not even the targets mother could tell you apart.

If the forum she is copying have obvious physical mutations, like wings. The doppelganger copys these and they are fully functional.

Ther is a 10% (+5% per level) that she can even switch sex.

PR=1 to transform and PR=1 per hour to maintain.

Note that this transformation is physical only, which means she doses not sound or act like her target. Just look like it.

 

70: Shape change: Creatures.

The character can shape change in to any member of a particular animal group or species as designated by the player at the time of character creation. Such as All Dinosaurs, All birds, all mammals, all mythological creatures, all fish.

It takes one free action to transform and it is PR=1 to transform and PR=1 per hour to maintain.

 

71: Shape change: Inanimate objects.

The character possesses the very weird power to shape shift into the shape of any inanimate object of similar size. This shift does include physical abilities inherent to the shape and structure of the object transformed into.

The character can not move when transformed unless the object has its own forum of locomotion. The character can not speak when transformed unless the object has the ability to create sound.

PR=2 to transform and PR=2 per hour to maintain.

 

72: Polymorph Other*

The ability to turn things into other things .Exactly what can be changed and what it can be changed into must be worked out by the GM and the Player.

Range=INT X2.

Duration of Transformation: 1d6 rounds/ Level (Max 5d6). FORT saves at DC 17(+1 to DC per level) to resist.

If the object/person is broken after being transformed, they will not transform back until the broken part is repaired.

 

73: Vehicle

The character has a Super Powered vehicle of either advanced technological or magical construction.

The player and the Gm should work out the abilities of the vehicle in question, remembering that this is a power and as such the vehicle will be much more resilient then a normal vehicle of the same type.

 

74: Vibratory powers.

The character can project powerful waves of vibration.

Range= DEX x 2.

Damage; 1d6 per level (max 15d6)

On a special attack the character has a STR x 2% chances to shatter objects. (+2% per level)

PR=5 per use.

 

75: Water breathing/Gills

The character can breathe underwater and on land with equal ease.

PR=1 per hour.

 

76: Weather control

The character has the ability to control the weather. She can do any One of the following each round

* Create fog. Range =CHA. Area of effect= 5 x 5 (+1 per level)

* Call lightning. Range=CHA. D=1d6 per level (Max 10d6)

* Thunder Clap. Range=CHA. Area of effect=5 x 5. All within AOE must make FORT save at DC17 (+1 to DC per level) or be stunned/ deafened for 1d6 rounds.

* Gust of wind: Range=CHA. As spell of same name. Refer to PHB

* Wind wall. Range=CHA. As spell of same name. Refer to PHB>

* Rain. Range=CHA. Area of effect=15 x 15 (+1 per level)

* Snow. Range=CHA. Area of effect=10 x 10 (+1 per level).

* Ice Storm. Range =CHA. As spell of same name. Refer to PHB.

* Increase temperature in area. 10 degrees per round.

* Decrease temperature: 10 degrees per round.

* Summon clouds. Range=CHA miles.

Each use of the Power has a PR of 5. And a PR of 1 per round to maintain.

 

77: Willpower

The character receives a +8 to all WILL save and a +4 to all FORT and REF saves. He also gains +2 hit points and +2 to his AC.

 

78: Mind over Body

The character gains the Endurance feat, +8 to his concentration, +4 to his FORT save and +2 to his WILL save. In addition the character has the ability to control his own bodily and mental functions through sheer force of will. He is able to ignore pain and fatigue, withstand adverse conditions and torture, hold his breath for extended periods of time, remember small details, maintain intense concentration, ignore distractions. Etc.

PR=1 per round/Use. PR=1 per hour of extended use.

 

79: Wings

 The character has a fully functional pair of wings. Whether natural or man made, the character can fly, glide and Swope with a grave that would make a falcon jealous. The character can fly at the rate of 30 per round (+5 per level). He also gains a +3 bonus to his DEX.

 

80: Super Wizard (Dr. Fate syndrome)

The character has studied the forbidden arts of magic with an ancient master. He may now gain levels as a magic user (See PHB) gaining all the abilities, benefits and powers of that class.

 

81: Non Human

 The character is a member of a Non Human or alien race. He may chose any Player Character race from the PHB or Monster manual (Or any other source that the GM allows) and gain all the benefits, abilities and powers of that race.

 

82: Ludicrous Speed.

Required: Flight or Super Speed.

The character can enter Hyper Space and Go to plaid. When in Hyper Space the character is literally moving at almost (if not as fast as) the speed of light. He can travel great distances in a blink of an eye with out worrying about things like physics or relativity.

PR= 5 to got to ludicrous speed. PR=5 per round to maintain.

Distance covered: STR x CON X 240,000 miles per round.

 

83: Self Sufficient

The characters body is fueled by some other unknown source and as such he has no need to eat or drink and only require 2 to 4 hours of sleep a night. He also receives a +4 save vs. all poisons and disease.

 

84; Super Speed

The character can run real fast.

Run Speed =STR X END MPH

If the total is higher then 700 MPH the character also has Hyper Flight, the ability to fly at MACH speed. He can go one mach per level.

PR=1 to activate and PR=2 per hour.

 

85: Cling

The character possesses the ability to cling to almost any surface. He can climb on all fours like a spider or simply walk up them. The character receives a +15 to all Climb checks when attempting to climb/cling to any normal surface. If attempting to climb/cling glass, ice or other slick surface this bonus drops to +8 and +4 when attempting to climb slippery or frictionless surfaces.

 

86: Extra limb or tail.

The character has a fully functional extra limb/limbs or prehensile tail. It is up to the player and Gm to work out what the limb/limbs are and the benefits the player revives from it. Some examples.

Extra set of arms receive ambidexterity and Multy Attack feat. May make one extra attack a round.

Prehensile tail: Acts as third limb. May attack with or use to handle light objects. Can support the characters own unencumber weight?

Extra set of legs (centaur): X 2 running speed

 

87: Dumb Luck

All super heroes are lucky, but this characters luck is a tangible force that allows the character to emerge unscratched from even the most perilous situations.

The character gains the following bonuses.

*+4 to AC

*+4 to all saves

* +4 to ALL skill roles.

*+2 to hit with all weapons and +2 to damage.

* The character is immune to critical rules/attacks, called shots, sneak attacks and attacks of opportunity.

* Every time the character fumbles a Die roll they may re-roll that die roll but they HAVE to keep the second role even if its another fumble.

 

88: Leaping and Springing

 The character can leap and spring great distances and always lands on his feat.

+8 to jump skill. +4 to Balance and Tumble.

Leap/Spring 20 up and 40 across.

PR=1 per leap.

 

89: Character Class

The character may choose any one of the core classes from the players hand book. He may now progress in levels as a member of that class.

 

90: Prestige Class

The player may chose any one prestige class from any source agreed upon by the GM. The character may progress in levels as a member of that prestige class as if he had met all the requirements.

 

91: Immortality

The character stops ageing around 21 and can not die. He is immune to all poisons, disease, radiation, toxins, venoms, and abilities that effect his age. He receives a +8 bonus to all other saving throws and a natural +2 to his AC

He recovers/ regenerates CON mod Hit Points a day (though he can not regrow lost limbs). He can not go below 0 hit points. If dropped to 0 Hit points he falls in to a Comma and is held at 0 HP while his body recovers.

If he is decapitated or his material body is disintegrated/bunt to ash. Then and only then will he truly die.

 

92: Clone

The character has the ability to create exact duplicates of him. The amount of duplicates the character can create is up to the player. It can be as few as one duplicate or as many as CON mod duplicates (+1 per level).

The duplicates appear clothed but do not have copies of any equipment the original character has. Each duplicate possess all the skills, knowledge and powers of the original (But only the original has the clone power). Any EXP the duplicates earn is transferred to the Original.

Should a clone be killed, the creator suffers 3d6 shock damage and loses 1 pt of CON. That Clone can never be replicated (And thus Triplicate girl became Duo Damsel)

PR=5 to create a clone.

 

93: Nine Lives

If the character is ever killed, he will automatically Self resurrect in 1d6 rounds. He will be at ½ hit points and 0 Power when this situation occurs but other then that he will be fine. Note that this is a Phinox like effect and the character will self resurrect even if his body was disintegrated.

 

94: Dial H

The character only has one power. This power. Every day when he wakes up he rolls randomanly on the power table and that is his Super power for the day. He has instinctive knowledge as to what the power is and how it works. The power lasts until the character falls asleep or is rendered unconscious.

 

95: Water Adaptability

The character is truly at home in the water. While underwater he gains the following bonuses.

+5 STR and END. +10 to all SWIM checks. +6 to spot and listen. Can see clearly underwater up to 30. +4 AC while underwater. +5 to Wilderness Lore, Animal Handling, Ride, Climb, Hide, Move Silent, Jump and Search checks while underwater.

 

96: Danger Sense

The character has an innate/uncanny sense of danger. He can not be snuck up on or surprised and he gains a +6 to his Spot, listen, search, Gather information and Sense danger skill rolls. He also gains +1 to his AC and +1 to all his saves.

 

97: Machine Control

The character has the bizarre ability to communicate with and control machines.

Range=INT

*Control. The character has an INT + CHA+10 % chance to control a machine (+2% per level). Intelligent/ sentient machines may make a WILL save at DC 17 (+1 to Dc per level) to resist this domination. Once established, control lasts 1d6 rounds (=1d6 per level. Max 10d6). PR=5 per use.

* Communicate: The character can speak to and understand machine and they him (Mind you most toasters are not very good conversationalists). This gains the character an amazing +10 to all skills dealing with machines/ electronics /mechanics / computers/ robots Etc.

 

 

98: Protected Senses

The character can not be blinded or defend. He gets a +4 save vs. all poisons and a +4 to his AC vs. TOUCH attacks only! He receives a +4 to his WILL saves vs. Psychic attacks/abilities as well.

 

99: Vampire/Lycanthrope

The player may choose either the Vampire template or one of the many Wear-Beast templates and adds it to his character.

 

100: Weakness detection.

The character can sense the innate weaknesses and flaws in a target. Against an inanimate object he can sense the structural weakness and pressure points of the object and against a living opponent he can find the chink in their armor and the flaws in their combat style.

After studying a target for one round (Either in or out of combat). The character revives an INT/3 bonus to hit and damage against that target. Even years later if you fight the same opponent you will get that bonus.

Also there is a 10% chance per sue (+2% per level) that you also learn if the target has any special flaws, phobias, vulnerabilities. Etc.

lithopredaking.jpg