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- I'd say a 3/2 to two random skills in that category. If he drops an unused stat (wits drop for combat spec for example), then it goes up to 4/3
- Cape gets understanding of perks and flaws of target and can increase or decrease the strength of them. Cape can also pick a broad category to bring out natural skill bonuses (stealth, social, combat, and so on). Can break them down slightly in other skills to grant a larger bonus
- <[ATM]> Nycto [Power Flaw 60]: The power has a mind of its own, and that mind doesn't particularly like the parahuman. The power is weaker, and only operates at full power when certain conditions are met.
- <[ATM]> Hallucinations might point out targets the shard wants the parahuman to assault or kill, a smoke-generating shaker might feel a growing headache that alleviates only when they choke or suffocate a certain number of people for a set duration, at which point their power operates that the normal strength.
- <[ATM]> Should the parahuman try to settle into a role or a life, the power is liable to shake things up. The power's weakness can include misfiring chances, lower range, lower accuracy, lower power or lower effectiveness of secondary powers or defenses. It's a choice between going off rails to suit the passenger or being weaker.
- Nemesis Program. Someone bought a Cauldron formula, and they bought a little side benefit as part of the package. The deviant was selected for their personality and powers, and part of the brainwashing included a compulsion. A command, a gesture, a phrase, that guarantees they’ll always lose against this individual, so they look good/better.
- Overlarge hairy white hands, an in turned ape nose, with a large gorilla like upper torso
- <ColdGold> Hair all over
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