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New Power Ideas

Your house rules, and add-ons
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Phantomdoodler
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New Power Ideas

Post by Phantomdoodler »

Hi all, here are some new powers I think need to be available:

Anatomical Separation (2 Pts)
This rather bizarre power enables the hero to separate his Limbs so that they may operate fully, from your body. Such body parts may float up to your Agility in squares each panel, and all parts may move at once. You may only attack with a single part each panel, however. Separated parts retain any powers possessed by the hero, and any physical abilities that body part would have (eyes can see, noses can smell etc). Once separated, body parts may be targeted individually, and they gm should determine how many Hits each separated body part has (as long as all parts add up to 100, or the characters normal total). So, for example, for 100 hits:

Head: 10 (eyes 1 each, ears 1 each, nose 1)
Torso: 30
Arms: 15 each (Hand 5)
Legs: 15 each (Foot 5)

The smaller body parts are also harder to target, adding to Agility when dodging, from +1 to +5:

Eyeball, ear :+5 Agility
Hand, Foot: +4 Agility
Head: +3 Agility
Arm, Leg: +2 Agility
Torso: +1 Agility

The hero uses his full Brawn to resist any damage, but once a body part has been damaged (removing all of its hits), that limb will return to be reattached to the hero as appropriate - a detached arm would return to the torso, a hand would return to the arm, a detached eye would return to the head etc

Burrowing(1-5 pts)
This power enables the hero to move through the ground, at their Brawn x Pts in this power, in squares per panel. The default speed involves moving through the loose soil or sand, but harder material will slow the character down. Moving through solid earth reduces your pts in this power by 1, while moving through rock, or concrete, reduces it by 2. This power assumes that the tunnel left behind is only temporary, collapsing behind you, but for a Power Enhancement, it can be a permanent tunnel, enabling others to follow behind.
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MrJupiter
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Re: New Power Ideas

Post by MrJupiter »

Phantomdoodler wrote: Anatomical Separation (2 Pts)
This rather bizarre power enables the hero to separate his Limbs so that they may operate fully, from your body. Such body parts may float up to your Agility in squares each panel, and all parts may move at once. You may only attack with a single part each panel, however. Separated parts retain any powers possessed by the hero, and any physical abilities that body part would have (eyes can see, noses can smell etc). Once separated, body parts may be targeted individually, and they gm should determine how many Hits each separated body part has (as long as all parts add up to 100, or the characters normal total). So, for example, for 100 hits:

Head: 10 (eyes 1 each, ears 1 each, nose 1)
Torso: 30
Arms: 15 each (Hand 5)
Legs: 15 each (Foot 5)

The smaller body parts are also harder to target, adding to Agility when dodging, from +1 to +5:

Eyeball, ear :+5 Agility
Hand, Foot: +4 Agility
Head: +3 Agility
Arm, Leg: +2 Agility
Torso: +1 Agility

The hero uses his full Brawn to resist any damage, but once a body part has been damaged (removing all of its hits), that limb will return to be reattached to the hero as appropriate - a detached arm would return to the torso, a hand would return to the arm, a detached eye would return to the head etc
This is a pretty neat power. Here are a couple of ideas for limitations:
Limited Movement – only body parts with enough self-articulation are able to move by themselves (legs could hop, hand could crawl). These parts have movement based upon their size: Tiny (finger) is 0.5 squares/page; Small (hand) is 1 square/page; and Large (leg) is 2 squares/page.
One Part – only a single body part may be removed by the character and given self-autonomy.
Phantomdoodler wrote: Burrowing(1-5 pts)
This power enables the hero to move through the ground, at their Brawn x Pts in this power, in squares per panel. The default speed involves moving through the loose soil or sand, but harder material will slow the character down. Moving through solid earth reduces your pts in this power by 1, while moving through rock, or concrete, reduces it by 2. This power assumes that the tunnel left behind is only temporary, collapsing behind you, but for a Power Enhancement, it can be a permanent tunnel, enabling others to follow behind.
The Super Swimming power in the rulebook already has Borrowing as an alternate version, but I like how you have added the difficulty for different types of earth material ‘Burrowed’ through. How about adding that feature as a Limitation?

Material Resistance – the default speed assumes moving through the loose soil or sand, but harder material will slow the character down. Moving through solid earth reduces your pts in this power by 1, while moving through rock, or concrete, reduces it by 2.

These are just suggestions. These are great, please contribute more!
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Post by Phantomdoodler »

Thanks for that! I dont have the new edition yet, so thats very helpful. I like your limitations - very cool.
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Post by MrJupiter »

Hey, no prob! So were working from the 1st edition?
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Post by BASHMAN »

I also like the enhancement that makes the tunnel last longer.
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Post by Phantomdoodler »

Finally got me the new edition. Yeah! Its great by the way. Now my favourite supers system. So....

Bouncing
2 pts

Due to an elastic body, or a kinetic absobing forcefield, you are able to bounce off surfaces you hit, up to the total distance of the fall (or knock back), or half that distance for vertical distances. You are immune to any damage from the fall, and like Super Jump, a bounce covers 10 squares of distance each panel in mid air. Each further bounce you make halves your bounce distance, rounding down, until you run out energy.

For example, Elastolad has just been punched off of a four story building, falling 40 squares into the ground. He then rebounds, 10 squares into a wall,(reducing his potential speed to 20 squares) and then bounces another 20 squares over the next 2 panels, finally landing.

For a 1 pt Enhancement, Bouncing is Sustained- you continue to bounce off of surfaces as long as you wish, based on your original fall or knock back distance.

For a 1 pt Enhancement, your gain Pinball - whenever you bounce, so long as you can reach a vertical surface within 10 squares, you may continue your movement in the same panel.
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Post by BASHMAN »

Now my favourite supers system.
That always makes me happy to hear!

I made a "Bouncing Boy" type before and here's how I did it:

Big Bounce: Super Jump
Ricochet Bounce = Super Speed (so he could bounce between targets, doing multiple body-slams/page)
Boost: Brawn for Bouncing Powers

But now that I think about it, I did see a power that I think would be a cool bouncing one- one where you pick up more speed with every bounce, like Speedball.

Maybe you move 10 sq first page, 20 the second, 40 the third, etc. Obviously, this can have a powerful effect where momentum is concerned. The catch is that you have to bounce off of something (and change direction) for each move....
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Post by Phantomdoodler »

Empower
1-5 pts, Maintained

You have the ability to bestow your powers by touch, on others, granting your pts in Empower to a target, or split them between multiple targets. The target retains these powers for as long as you concentrate. If this takes a targets pts above the normal campaign level, the player gains setback points.

For a 1 pt Limitation, you may only Transfer powers - the target gains powers you possess (up to your points in Empower), and while doing so, you lose those powers yourself.
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Post by Phantomdoodler »

BASHMAN wrote:
Now my favourite supers system.
That always makes me happy to hear!

I made a "Bouncing Boy" type before and here's how I did it:

Big Bounce: Super Jump
Ricochet Bounce = Super Speed (so he could bounce between targets, doing multiple body-slams/page)
Boost: Brawn for Bouncing Powers

But now that I think about it, I did see a power that I think would be a cool bouncing one- one where you pick up more speed with every bounce, like Speedball.

Maybe you move 10 sq first page, 20 the second, 40 the third, etc. Obviously, this can have a powerful effect where momentum is concerned. The catch is that you have to bounce off of something (and change direction) for each move....
I like the extra bouncing abilities. You could have:

Super Jump: Alternative Power- Bouncing

Due to an unusual elastic form, or some form of kinetic energy control, you may bounce, rather than jump. Your initial bouncing distance is equal to the distance you fall, or are knocked back, but each time you bounce, you may double this distance, up to your normal Jumping distance (Brawn squared x 10). On the upside, you may ignore any damage you take from falls or knockback!
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Post by MrJupiter »

Phantomdoodler wrote: Bouncing 2 pts

Due to an elastic body, or a kinetic absobing forcefield, you are able to bounce off surfaces you hit, up to the total distance of the fall (or knock back), or half that distance for vertical distances. You are immune to any damage from the fall, and like Super Jump, a bounce covers 10 squares of distance each panel in mid air. Each further bounce you make halves your bounce distance, rounding down, until you run out energy.

For example, Elastolad has just been punched off of a four story building, falling 40 squares into the ground. He then rebounds, 10 squares into a wall,(reducing his potential speed to 20 squares) and then bounces another 20 squares over the next 2 panels, finally landing.

For a 1 pt Enhancement, Bouncing is Sustained- you continue to bounce off of surfaces as long as you wish, based on your original fall or knock back distance.

For a 1 pt Enhancement, your gain Pinball - whenever you bounce, so long as you can reach a vertical surface within 10 squares, you may continue your movement in the same panel.
Cool Bounce power. Would I be correct to assume that a character with this power must continue to bounce until the total distance of the original fall or knock back has been used up in order to totally ignore damage? That might be a great way for a villain to busy the hero (who will be busily bouncing around for a couple of pages). Stopping early might require the hero to deal with the damage of the remaining movement that is ‘unbounced’ (which might be entirely Soaked by the character anyways).
Phantomdoodler wrote:Super Jump: Alternative Power- Bouncing

Due to an unusual elastic form, or some form of kinetic energy control, you may bounce, rather than jump. Your initial bouncing distance is equal to the distance you fall, or are knocked back, but each time you bounce, you may double this distance, up to your normal Jumping distance (Brawn squared x 10). On the upside, you may ignore any damage you take from falls or knockback!
This is cool! I laughed when reading this, imagining an otherwise “normal” hero (Brawn 1, Agility 1) with this power trying to bounce up to a 5th floor window from a standing start. [Hero jumps up, and then bounces for like 3 more pages until he finally achieves the height required to reach it.]
BASHMAN wrote: But now that I think about it, I did see a power that I think would be a cool bouncing one- one where you pick up more speed with every bounce, like Speedball.

Maybe you move 10 sq first page, 20 the second, 40 the third, etc. Obviously, this can have a powerful effect where momentum is concerned. The catch is that you have to bounce off of something (and change direction) for each move....
This would make a cool enhancement. The momentum limit (or number of speed doubling increases) might be the level of the power itself. Higher ranks in Bounce would translate into a more damaging Body Slam.

Now that brings me to body slamming with the Bounce power in general. I would think that the hero using this power for the body slam maneuver would replace his Brawn with ranks in this power. Sound fair?
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Post by MrJupiter »

Phantomdoodler wrote:Empower
1-5 pts, Maintained

You have the ability to bestow your powers by touch, on others, granting your pts in Empower to a target, or split them between multiple targets. The target retains these powers for as long as you concentrate. If this takes a targets pts above the normal campaign level, the player gains setback points.

For a 1 pt Limitation, you may only Transfer powers - the target gains powers you possess (up to your points in Empower), and while doing so, you lose those powers yourself.
At first I was kind of worried at first about this power being abused by players who all get juiced up with one of their comrade’s powers before busting in on the villains; but, once I realized that all dangerous powers were so costly as to be granted only once (like Super speed 3) before most, or all, the points of Bestow are used up. I’m now getting quite comfortable with the idea of a player having this power. Like Tinkerbell’s fairy dust, this power could grant a whole team the ability to fly. I also like that you’ve made this a maintained power.

As a limitation you could have the Empower restricted to just one of the hero’s powers.

This power is cool as well!
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Post by BASHMAN »

This would make a cool enhancement. The momentum limit (or number of speed doubling increases) might be the level of the power itself. Higher ranks in Bounce would translate into a more damaging Body Slam.

Now that brings me to body slamming with the Bounce power in general. I would think that the hero using this power for the body slam maneuver would replace his Brawn with ranks in this power. Sound fair?
Sounds like the "Plasticity" Power Suite will be getting a new power!
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