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DoktorWagner

Miracle Flea Market

May 19th, 2017
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  1. /ANON-created Miracle Flea Market
  2.  
  3. 0001- Reprogram (UU, 3 Pts)
  4. 0002- Terrifying Presence (U, 10 pts)
  5. 0003- Control Weather (ADU, 15 pts)
  6. 0004- Quick Study (Hyperskill, 3 pts)
  7. 0005- Phantom of the Opera (ADU, 11 pts)
  8. 0006- Yondu's Whistling Arrow (A, 10 pts)
  9. 0007- Rattle and Hum (UUA, 16 pts)
  10. 0008- Hit Me? Hit You! (A, 1 pt)
  11. 0009- Fabricator Suit (ADU, 6 pts)
  12. 0010- Tokugawa Heavy Industries Powered Exoskeleton (DDU, 13 pts, +Hyperstats/Skills)
  13. 0011- Dust in the Wind (ADUUU, 14 pts)
  14. 0012- "No you can't!" "Yes I can!" (DU, 12 pts)
  15. 0013- Memory of Pain (A, 4 pts)
  16.  
  17. --------------------------------------------------------------------------------------------------------------------------
  18. 0001- Reprogram
  19. --------------------------------------------------------------------------------------------------------------------------
  20. There was a Progenitor campaign I ran a while back which featured some confrontations with low-level Progressive Harmony agents. In order to keep them from being utterly outclassed by PCs with powers without having to be metahumans themselves I came up with a Progressive Harmony adherent who can do for normal people what gadgeteers could do for machines:
  21.  
  22. Reprogram 10HD (UU; 3pts per die; 30pts)
  23. Useful (Grant Willpower) Extras & Flaws: Delayed Effect -2, Direct Feed -2, If/Then (only equal to target's Base Will) -1, Permanent +4, Touch Only -2. Capacity: Touch.
  24. Useful (Grant Motivations) Extras & Flaws: Attached (Grant Willpower) -2, Permanent +4, Touch Only -2. Capacity: Touch.
  25. Effect: Final graduates of the program undergo grueling sessions of highly invasive mental remodeling, this can take anywhere from hours to days depending on the subject and always leaves 'Hoa Sen' exhausted afterwards. It has the following effects on normal humans:
  26. * The subject gains a Willpower score equal to their Base Will (max. 10). 'Hoa Sen' loses an equal number of Willpower points.
  27. * The subject gains Loyalties and Passions. Their total value is equal to the subject's new Willpower score. Hoa Sen selects the Motivations and their values.
  28. The subject's new Motivations burn in their psyche like a fire. Boosted beyond the mere human foibles of love and drive they eclipse all former dedications in their zeal.
  29.  
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  31. 0002- Terrifying Presence
  32. --------------------------------------------------------------------------------------------------------------------------
  33. I did something similar ages ago for an antagonist for an anti-supers police strike team who would gain powers from dressing up as cheap movie monsters (I think I stole the concept from somewhere):
  34.  
  35. Terrifying Presence 5HD (U; 1pts per die; 10pts)
  36. Useful Extras & Flaws: Attached (Monstrous Aspect) -2, Controlled Effect +1, Daze +1, Exhausted -3, If/Then (target/s must see Fright Night) -1, If/Then (successful Stability check negates) -1, Radius +6, Touch Only -2. Capacity: Touch Only.
  37. Effect: Once per scene Fright Night can terrify all enemies who can see him within a 30 yard range so long as he is dressed up as a monster. Targets who fail a Stability check have their dice pools reduced by 5 the next round. This power manifests as a paralyzing fear that Fright Night is genuinely whichever monster he is dressed as, a feeling which lingers after the initial effect has dissipated.
  38.  
  39. I was a little miffed that I never got to run him beyond initial reports of a man dressed up as Dracula beating up drug dealers with a tire iron. I was really hoping for a showdown in his families' dilapidated theater in the middle of his slowly deteriorating neighborhood - running around dressed as the Wolfman, howling and punching through walls like Roy Batty at the end of Blade Runner.
  40.  
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  42. 0003- Control Weather
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  44. There's already a Control (Type) miracle in the core game. Since Weather is an exceptionally broad thing to control (it encompasses water, wind, electricity, etc...) you'd want to add Variable Effect to it, which would make it pricey but also extremely useful. So it would look something like this:
  45.  
  46. CONTROL WEATHER (15 pts)
  47. >Attacks Capacities: Range, Mass
  48. >Defends Capacities: Self, Range
  49. >Useful Extras and Flaws: [Variable Effect+4, If/then-1 (only for controlling meteorological phenomena)] Capacities: Range, Mass
  50.  
  51. The Attacks quality allows you to both attack at range and throw your targets around, and the Defense quality allows you protect both yourself and others within your range.
  52.  
  53. This would allow you to inflict Width in Shock and Killing damage by lightning, hurricane winds or giant hail stones; block attacks by creating impenetrable storm walls; and basically do whatever you want outside of combat as long as Weather is involved. It's pricey, but it covers everything you'd ever need, for the most part.
  54.  
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  56. 0004- Quick Study
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  58. Quick Study (3pts per die)
  59. Hyperskill Extras & Flaws: If/Then (builds one dice per skill use, wiggle last) -1, If/Then (start over when switching skills) -1, Variable Effect +4. Capacity: N/A.
  60.  
  61. Explanation: Latency has a superhuman degree of brain plasticity in the areas governing learned abilities, this allows him to rapidly develop competencies in new areas to levels beyond human norms. Unfortunately this unique quirk of biology causes him to lose these skills just as quickly and he can only hold one enhanced skill at a time.
  62.  
  63. When making a skill roll Latency may add 1D from this ability to the roll. With every attempt the number of dice he may add increases by 1 (with the wiggle dice being added last). If he switches skills, Latency's power drops back to 1D and has to be built back up from there. Latency may use other skills without this power to retain dice already built up. Latency starts with a skill of the player's choice maxed out with this power.
  64.  
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  66. 0005- Phantom of the Opera
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  68. Phantom of the Opera (11)
  69. Qualities: A D U.
  70. Attacks Extras and Flaws(Haunting Melodies): Controlled Effect +1, Radius (3) +6, Duration +2, Obvious -1, Touch Only -3, No Physical Change -1, Locational -2. Capacities: Touch.
  71. Defends Extras and Flaws(Sensory Overload): Interference +3, Duration +2, Obvious -1, If/Then (Must be singing) -1, Locational -2. Capacities: Self.
  72. Useful Extras and Flaws(Soul Music): Controlled Effect +1, Engulf +2, Duration +2, Radius (3) +6, Touch Only -2, Obvious -1, If/Then (Must be singing) -1, If/Then(Only regenerates Shock) -1, Locational -2, Attached to Sensory Overload -2. Capacities: Touch.
  73. Clamaris' singing voice can enter the heads of foes near him, shattering their minds and concentration as well as mending his and his allies' bruises and scrapes. Phantom of the Opera requires it's user to keep singing to work, and will stop working if Clamaris takes any damage to his head or chest, requiring him to start singing again.
  74.  
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  76. 0006- Yondu's Whistling Arrow
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  78. WHISTLING ARROW (8 pts per die)
  79. Attacks+1 Extras and Flaws: [Delicate Focus-2, On Sight+1, Go First+1, Spray+4, If/Then-1(each Spray set must be applied to different target), Locational-1, Penetration+3] Capacity: Range
  80. Useful Extras and Flaws: [Delicate Focus-2] Capacity: Speed
  81. EFFECTS: Yondu's Whistling Arrow is a deadly ranged weapon inflicting Width+1 in Shock and Killing. It has a thermally charged arrowhead capable of piercing up to 3 layers of armor; exceptional speed allowing it to strike targets as if its Width was 1 greater for timing purposes; and precise guidance, which adds +4d to Yondu's dice pool and allows him to use each Set he rolls as an attack against a different target. The arrow has an effective range of 320 yards and can be guided to targets even through transmitted images, such as through a security feed.
  82.  
  83. Yondu controls his arrow by means of a fin-like apparatus attached to his cranium. It has 3 hit boxes, and striking it requires a Height of 10. A blow to the head is also capable of breaking Yondu's concentration, nullifying any unresolved Sets for that round.*
  84.  
  85. In a pinch, Yondu can also grasp the arrow in his hand to use it to slow his descent as a sort of makeshift parachute.
  86.  
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  88. 0007- Rattle and Hum
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  90. RATTLE AND HUM (16 pts per die)
  91. > Useful Extras and Flaws [Variable Effect+4, if/then-1(only for controlling sound)] Capacity: Range
  92. > Useful Extras and Flaws [Radius+6, Duration+2, Self-Only-3] Capacity: Self
  93. > Attacks+1 Extras and Flaws [Non-Physical+2, Limited Damage (Shock)-1] Capacity: Range
  94. EFFECT: Gretchen's power gives her control over soundwaves. First and foremost, she's able to create sounds at will within a range of 160 yards. Simple sounds, such as a knock at the door or footsteps, can be simulated with any Set. Complex sounds like specific objects falling to the ground, animal noises or non-specific human voices have a difficulty of 5. Creating specific human voices is a difficulty of 7; failing to meet a Difficulty results in sounds that are distorted and easily identified as being artificial or somehow incorrect.
  95.  
  96. Gretchen can also emit an ultrasonic tone that interferes with the inner ear functions of other humans within a 40 yard radius of her body. The result is that anyone within this radius, except for Gretchen herself, loses her ability to perceive sound. This effect lasts for Width in Rounds (or Width x 10 seconds, outside of combat), and anyone affected by it loses Width in dice from any Perception checks they make. Moreover, the effect on the inner ear means that anyone caught by the effect must make an Endurance check or be paralyzed by nausea on their next turn.
  97.  
  98. As a final effect, Gretchen can launch focused soundwaves within a distance of 160 yards. These waves ignore armor and most physical defenses and inflict Width+1 Shock on their targets
  99.  
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  101. 0008- Hit Me? Hit You!
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  103. Hit me? Hit you! 10WD (A; 1pt per die; 40pts)
  104. Attacks Extras & Flaws: Endless +3, If/Then (when hit) -1, If/Then (limited to equal damage) -1, Touch Only -2. Capacity: Touch.
  105. Effect: When attacked in melee this power automatically deals up to equal damage to the attacker (capped at 10SK).
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  108. 0009- Fabricator Suit
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  110. >Fabricator Suit (6 per die)
  111. >Qualities: A D U.
  112. >Attacks Extras and Flaws: (+2), Depleted (-1), Duration (+2), Focus (-1), If/Then (Only for Variable Effect) (-1), Mental Strain (-2), If/Then (Qualities share recharges) (-1), Variable Effect (+4)
  113. >Defends Extras and Flaws: (+2), Depleted (-1), Duration (+2), Focus (-1), If/Then (Only for Variable Effect) (-1), Mental Strain (-2), If/Then (Qualities share recharges) (-1), Variable Effect (+4)
  114. >Useful Extras and Flaws: (+2), Depleted (-1), Duration (+2), Focus (-1), If/Then (Only for Variable Effect) (-1), Mental Strain (-2), If/Then (Qualities share recharges) (-1), Variable Effect (+4)
  115. >Veronica's technological suit of armor protects her a fair bit, but it's main use is to allow her to rapidly create any tool she may need through her neural connection to the nanoforge in the suit, at the cost of great mental strain.
  116. >She can pull out any such item by assigning dice from her Fabricator Suit power, but she may only create a total number of items equal to the number of dice in the Fabricator Suit power squared before needing to replenish materials.
  117. >Thus, if she had Fabricator Suit 2d+2HD+1WD, she would be able to make 25 gadgets.
  118. >Ablative Armor (1)
  119. >Qualities: U.
  120. >Useful Extras and Flaws: Engulf (+2), Permanent (+4), Self Only (-4), Attached (Fabricator Suit) (-2), Focus (-1). Capacities: Self.
  121. >Effect: This power, it gives you width in additional wound boxes on every hit location. (Basically Extra Though) is typically bought with Hard Dice to guarantee its width.
  122.  
  123. It's a modified Utility Belt, and the char that has been using it hasn't stolen the spotlight or anything, but it's amazingly flexible, like a cheaper cosmic power.
  124.  
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  126. 0010- Tokugawa Heavy Industries Powered Exoskeleton
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  128. TOKUGAWA HEAVY INDUSTRIES POWERED EXOSKELETON (13 pts) 2hd (52 pts)
  129. >Defends Extras and Flaws [Armored Defense-2, Interference+3, Permanent+4, Durable Focus+0, Limited Width-1] Capacity: Self
  130. >Defends Extras and Flaws [Armored Defense-2, Permament+4, Durable Focus+0] Capacity: Self
  131. >Useful Extras and Flaws [Self Only-3, Permanent+4, Durable Focus+0] Capacity: Self
  132. EFFECTS: Gray Fox's Exoskeleton provides him with HAR1 and LAR2 to all locations. It also provides him with the life-support functions needed to sustain his body after it was severely damaged during the incursion on Zanzibar Land. The armor itself is quite durable but can still be damaged if attacked directly; as it covers Gray Fox's entire body, each hit location has 4 wound boxes where the armor could be stripped away by a determined enough attack
  133.  
  134. EXOSKELETON ENHANCEMENTS (28 pts)
  135. Hyperbody Extras and Flaws: [Attached-2 (Exoskeleton)] (2 pts)
  136. Hyperbody Extras and Flaws: [Attached-2 (Exoskeleton), if/then-1(only for Athletics), Exhausted-3] (1 pt)
  137. Hypercoordination Extras and Flaws:[Attached-2 (Exoskeleton)] (2 pts)
  138. Hypercoordination Extras and Flaws: [Attached-2 (Exoskeleton), if/then-1(only for Dodging)] (1 pt)
  139. Hyperdodge Extras and Flaws: [Attached-2 (Exoskeleton)] (1 pt)
  140. EFFECTS: The Tokugawa Powered Exoskeleton vastly amplifies its user's strength to extreme levels. It elevates Gray Fox's shattered body such that his blows can shatter human bones (inflicting Width in Killing) and lift well over 1,600 lbs without difficulty. Moreover, in short bursts he's capable of even greater acts of athleticism (hence being able to hold back Metal Gear REX's leg at bay), though this ability is so taxing that it can only be used once per encounter. The Exoskeleton also improves Gray Fox's agility, boosting his Coordination in general and his ability to Dodge attacks specifically, potentially to the extent where he can avoid direct gunfire (this can elevate his Coordination to 6d when using Dodge, fast enough to dodge bullets).
  141.  
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  143. 0011- Dust in the Wind
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  145. DUST IN THE WIND (14 pts)
  146. >Useful Extras and Flaws (Control Sand)[Variable Effect+4, if/then-1(only for controlling Sand)] Capacity: Mass, Range
  147. >Attacks+1 Extras and Flaws (Sand Blast) [Limited Damage (Killing)-1, Spray+1, if/then-1 (requires sand in the environment)] Capacity: Range, Mass
  148. >Useful Extras and Flaws (Sand Recovery) [If/then-1 (requires sand in the environment), Self-Only-3) Capacity: Self
  149. >Defense+1 (Sand Block/Dissolution) Capacity: Self
  150. >Useful (Sand Floe) Capacity: Speed
  151. EFFECTS: Sundowner has full control over any amount of sand within a 50 foot radius of his body. He can handle it with any degree of force or delicacy as a job requires, from planting individual grains in a person’s eye to smashing huge dunes of sand into a person and whipping up immense sandstorms. With a sufficient supply of sand, Sundowner can whip it up and launch it at speeds exceeding 300mph, enough to strip flesh from bone and throw a human being dozens of feet through the air. This inflicts Width in Killing with Spray and Knockback effects. He can absorb sand from the space around him into his body to heal wounds (Width in Shock and Killing) via an unknown physical process which attests to the radical nature of his power. As a final ability, Sundowner can transform his body into sand as a form of travel, allowing him to move through the air along air currents created by his power, or to be temporarily contained.
  152.  
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  154. 0012- "No you can't!" "Yes I can!"
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  156. "No you can't!" "Yes I can!" 3HD (DU; 12pts per die; 72pts)
  157. Defends Extras & Flaws: Duration +2, Interference +3, If/Then (only against declared action) -1, If/Then (only when the actor declares that they can perform the action) -1, Power Capacity (Range) +2. Capacity: Range.
  158. Useful Extras & Flaws: Duration +2, Interference +3, If/Then (only against declared action) -1, If/Then (only when the actor declares that they can perform the action) -1. Capacity: Range.
  159. Effect: To activate - announce that someone cannot do something, if they declare that you are wrong and then attempt the action the power prevents them from doing so by gobbling 3 width from any attempt for the duration.
  160.  
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  162. 0013- Memory of Pain
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  164. MEMORY OF PAIN (4 pts)
  165. >Attacks Extras and Flaws: [Non-Physical+2] Capacity: Range
  166. EFFECT: The user creates a telepathic link with her target, then sifts through his memories for instances of pain, injury and suffering that he's experienced in his past. With a single powerful psychic burst, she forces his body to act as if that injury has been revisited in full, or indeed in a magnified degree to suit the damage output of this attack (Width in Shock and Killing).
  167.  
  168. This attack cannot be blocked and is unaffected by armor, but in the instant that the link is formed, the target can make a Stability check as to defend against its impact. His Set can gobble the Memory of Pain Set regardless of timing (such that a 2x9 can completely defend against a 3x5).
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