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GamePhil
Aug 21st, '04, 07:53 PM
Well, hopefully. It was recently suggested that, since there wouldn't be a Super-Skill submission area for a while, that we could always start a super-skill megathread. I think this is just an excellent idea. I'll start off:

Ultimate Hacking: Telepathy 8d6 (Machine class of minds), Visible To Sight And Sound Instead Of Mental Senses (+0), Reduced Endurance (0 END; +1/2) (60 Active Points); Extra Time (1 Turn (Post-Segment 12), minimum; -1 1/4), Limited Class Of Minds (non-AIs only; -1), OIF (computer equipment of opportunity; -1/2), Arrangement (-1/4), Requires A Computer Programming Roll (-1/2), Stops Working If Mentalist Is Stunned (-1/2), Does Not Provide Mental Awareness (-1/4), Gestures (-1/4), Limited Range (needs some form of network connection to system targeted; -1/4). Total cost: 10.

LordGhee
Aug 22nd, '04, 02:59 AM
As usual Super Skill ?? huh, what? duh. .

please explain

Lord ghee

Worldmaker
Aug 22nd, '04, 05:42 AM
Experienced Climber: Clinging (Normal Strength) (10 Active Points) - Cannot Resist Knockback (-¼), Cannot Cling to Ceilings (-¼). Real Cost: 7 Points



Expert Lockpick: Minor Transform (Secured/Locked Locks to Unsecured/Open Locks and Vice Versa) 2d6 (20 Active Points)- Limited Target: Locks (-1). Real Cost: 10 Points



Expert at Reading People: Telepathy 6d6 - 0 Endurance Cost (+½)(45 Active Points); Extra Time (5 Minutes; Only to Activate; May Take No Other Actions; -1¼), Must Be Able to Closely Observe Subject, Including Facial Expressions (-½), Surface Thoughts Only (-½), Does Not Provide Mental Awareness (-¼). Real Cost: 13 Points.



Master of Disguise: Shape Shift (Sight, Touch, Hearing Groups), Limited Group of Shapes (Humans Only) - 0 Endurance Cost (+½)(39 Active Points); Extra Time (1 Hour; Only to Activate; May Take No Other Actions; -1¾). Real Cost: 15 Points

Katherine
Aug 22nd, '04, 06:10 AM
Master of Disguise: Shape Shift (Sight, Touch, Hearing Groups), Limited Group of Shapes (Humans Only) - 0 Endurance Cost (+½)(39 Active Points); Extra Time (1 Hour; Only to Activate; May Take No Other Actions; -1¾). Real Cost: 15 Points

Don't forget the "Imitate" option for making the perfect double.

Master Torturer:Mind Control:8d6 Extra time:1 hour, Gestures, Incantation, No range. Must be able to injure target, Inflicts 1/2d6 rka on target per use. One command:Tell me what asked.

Master Con Man/Woman:Mind Control 8d6:One Command (Believe my offer), Incantation, Extra time:20 minutes, must be able to speak with target.

Stealth God:Invisiblity to sight and hearing. 0 Endurance, Terrain must offer SOMETHING to reasonably hide behind, cannot attack. (The character can move by darting from cover to cover with inhuman timing)

Master Mechanic:Transform (Broken machine to fixed/functional), Minor:3d6
Extra time:20 minutes, gestures, incantation, focus (Tools), must have skills to repair (Ks, Mechanics, Electronics, etc) -0.

Special Effects Mastery:Image vs Sight, Sound, Smell -8 Perception 0 endurance, extra time:5 hours (Only to start), requires tools and equipment, concentrate 1/2 dcv to start. Trigger:Hidden controls gestures, images must be pre designed.

Weapons Master:+1d6 hka Focus:Any weapon, require a WF -0.

Savage Brawler:Tranform (Target into target with injury such as broken arm, temporarily blinded in an eye, twisted leg, etc):4d6 Major transform. HKA must do body (can also be done with various drains)
Linked:1d6 HKA.

"Nicked an artery":1d6 Body Drain NND:Inhuman physiology recover:5 points, continous, uncontrolled (stopped by successful Paramedic roll at -2). 0 endurance, Must do body to the target.

Metaphysician
Aug 22nd, '04, 07:53 AM
As usual Super Skill ?? huh, what? duh. .

please explain

Lord ghee

Power constructs created with a special effect of "extreme skill."

nexus
Aug 22nd, '04, 06:50 PM
Psychological Manipulation:

Transform:4d6 Major (Alter, add, remove Psychological Limitation and personality).

Based on ECV (works vs Ego)
Takes Several days of talking and conselling, possibly psychoactive drugs, etc -1
Requires a skill roll:Psychology at no penalty, subject to a resisted Ego roll

GamePhil
Aug 23rd, '04, 11:40 PM
Ultimate Gunsmith: Major Transform 1d6 (Any Gun into More Powerful Gun, healed from if power is not re-applied for a day) (15 Active Points); Extra Time (1 Hour, -3), OAF Immobile (gunsmithing workshop; -2), Limited Target (guns; -1/2). Final cost: 2.

This Super-Skill allows the character to make modifications to a handgun and/or its ammunition in order to get a bit more "kick". It can give the weapon up to a single Advantage of up to +1/2, or up to 15 points to the base Power. If using the optional Equipment Points rules, these must be paid for normally. Weapons so improved must be constantly maintained, or they return to normal, whether because the enhancements were damaged, used up, or because a bit of grit gets in the wrong place.

GamePhil
Aug 24th, '04, 09:43 PM
Bargain Hunter: Detect Best Deal 11- (Unusual Group), Discriminatory, Sense, Tracking. Total cost: 17.

The character always knows where to get the best prices or deals on anything. If it is not readily available, he can track down the item needed fairly readily, as long as some form of lead already exists (newspaper ads, Internet sites, and so on).

Blue Jogger
Aug 25th, '04, 07:43 AM
Salvage Master:

This person can find turn junk into something useful, possibly even superior to what's available new. It won't look brand new, or possibly even safe, but definately a work of art. The skill electronics, mechanics, and gadgeteering may be a prerequisite depending on what is being built, but you'll never be at a loss for recycled parts. "Ain't she a beaut? I built it myself."

Transform junk into equipment: Major, 1D6 (15 Active Points); Expanded Class: Equipment (+1/2), Extra Time (1 Hour, -3), OAF (Junk -1), Final Cost: 4

OddHat
Aug 25th, '04, 11:38 AM
Impossibly Skilled (60 points). +9 overall levels, only to offset penalties (-1/2). The Ultimate Pulp or Action hero. Leap from car to car on a moving train using Acrobatics, climb the walls of any building using your bare hands, hack almost any database, have your every lie believed with Persuasion, Mimic anyone, throw together a convincing disguise in minutes, fall any distance, ignore range penalties, adjust any task up to three levels down on the time chart. Many cinematic heroes seem to have this.

Metaphysician
Aug 25th, '04, 04:01 PM
Impossibly Skilled (60 points). +9 overall levels, only to offset penalties (-1/2). The Ultimate Pulp or Action hero. Leap from car to car on a moving train using Acrobatics, climb the walls of any building using your bare hands, hack almost any database, have your every lie believed with Persuasion, Mimic anyone, throw together a convincing disguise in minutes, fall any distance, ignore range penalties, adjust any task up to three levels down on the time chart. Many cinematic heroes seem to have this.

Ooh, cool idea. Definitely keep that in mind for future characters. . .

GamePhil
Aug 25th, '04, 08:28 PM
No fair posting better ideas than me!

Uhm, I mean...

Well, at least I don't have to come up with one today to bump the thread ;)

ParitySoul
Aug 25th, '04, 09:18 PM
Damn it. Now I have to pull out my 5th Edition and try and work up a few dozen super skills of my own. Oiy Vey. :)

Eodin
Aug 25th, '04, 10:04 PM
Master Ventriloquist: Hearing Group Images 1" radius, +/-3 to PER Rolls, Invisible Power Effects, Source Only (Fully Invisible; +1/2), Reduced Endurance (0 END; +1/2) (28 Active Points); Limited Power Only Sounds Normally Formable With Voice (-1), Requires A Ventriloquism Skill Roll (-1/2), Limited Range (Normal Voice Range (8"); -1/4). Total Cost: 10 points.

Lane Jockey: Desolidification , Reduced Endurance (0 END; +1/2), Usable Simultaneously (Car and up to 8 people at once; ; +1) (100 Active Points); Limited Power Only To Change Lanes WIthout A Collision (-1 1/2), Requires A Background Skill (Transport Skill: Autos) Roll (-1/4)

Mister Expert: +3 with all non-combat Skills, Usable By Other (+1/4), Uncontrolled (Duration: Until task is completed or 1-2 hours have passed.; +1/2), Reduced Endurance (0 END; +1/2) (54 Active Points); Limited Power Only For Subjects Mister Expert knows (-1), Extra Time (1 Minute, Only to Activate, Time To Explain The Expert Way To Do It; -3/4)

OddHat
Aug 26th, '04, 05:21 AM
Ooh! I'm definitely going to build a villain around Mr.Expert! :)

"The Consultant of Crime"

OddHat
Aug 26th, '04, 05:26 AM
GamePhil and Metaphysician, thanks. :)

OddHat
Aug 26th, '04, 07:42 PM
Sepentine: By running back and forth in a zig zag fashion, the character is able to avoid even concentrated attack. Further, the character is able to share this power with one ally by shouting "Serpentine!" +6 levels in DCV, useable by one other simultaneously (+1/2), only while running (-1/2), Active Cost: 45 Real Cost: 30

Worldmaker
Aug 26th, '04, 07:46 PM
Sepentine: By running back and forth in a zig zag fashion, the character is able to avoid even concentrated attack. Further, the character is able to share this power with one ally by shouting "Serpentine!" +6 levels in DCV, useable by one other simultaneously (+1/2), only while running (-1/2), Active Cost: 45 Real Cost: 30


I love that movie...

SirViss
Aug 26th, '04, 08:28 PM
I love that movie...

What movie is that? (For those of us without KS: Obscure Quotes :D)

Worldmaker
Aug 26th, '04, 08:31 PM
What movie is that? (For those of us without KS: Obscure Quotes :D)


The Inlaws, starring Peter Falk and Alan Arkin. At one point, the pair is being subjected to automatic weapons fire. They avoid it by running in zig-zag, with Falk screaming "Serpentine! Serpentine!" the whole way.

SirViss
Aug 26th, '04, 08:44 PM
Thanks Worldmaker. (Now I have to find it. I like Perter Falk) :cool:

OddHat
Aug 27th, '04, 03:26 AM
The Inlaws, starring Peter Falk and Alan Arkin. At one point, the pair is being subjected to automatic weapons fire. They avoid it by running in zig-zag, with Falk screaming "Serpentine! Serpentine!" the whole way.

Heh. :) One of the all time great movie scenes.

I've had that one on tape for years; I'm thinking of picking up the DVD.

Madstone
Aug 27th, '04, 08:35 PM
Ooh! I'm definitely going to build a villain around Mr.Expert! :)

"The Consultant of Crime"

I remember a villain from some time ago who was exactly that. All day long he would plan crimes, and then he would sell them to the highest bidder. Never actually pulled a job himself, but a lot of second stringers would use his services. Very cool idea.

OddHat
Aug 28th, '04, 02:46 AM
You can't resist me, baby: Some people just have "it". By moving and posing in just that certain way, the character is able to paralyze sighted weak willed targets of the appropriate orientation with overwhelming thoughts of lust, at least until the target is able to force him or her self to concentrate on what is hapening at the moment. Entangle 3d6, 3 DEF, Works Against EGO, Not STR (+1/4), Takes No Damage From Attacks All Attacks (+1/2), Based On EGO Combat Value (Mental Defense applies; +1), Range Modifiers Apply (-1/4) (75 Active Points); Only versus sighted targets of the correct orientation Common (-1/2), Cannot Form Barriers (-1/4), Gestures (-1/4). Real cost: 33 points

Note that Area of Effect and Ego Attack versions of this power also exist, as well as the insidious form of mind control sometimes refered to as "Walk this way."

OddHat
Aug 28th, '04, 04:53 AM
The Touch: The character may apply his or her touch to pressure points and sensitive areas in such a way as to induce pleasure, pain, or altered emotional states. This greatly enhances the effect of PRE attacks and PRE skills on a single target. +25 PRE (25 Active Points); Conditional Power Power does not work in Common Circumstances (Must touch target of PRE attack or skill, requires skin contact; -1/2), Limited Power Power loses about a fourth of its effectiveness (Provides no PRE defense; -1/4) Real Cost: 14 points

Sketchpad
Aug 28th, '04, 08:42 AM
Sure Plays a Mean Pinball: Cosmetic Transform 5d6 (Video Game into Won Video Game) (25 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Requires A KS: Arcade Games/Pinball Roll (-1/2), No Range (-1/2), IAF: Quarter (-1/2), Gestures (-1/4)

Eodin
Aug 28th, '04, 05:37 PM
Ooh! I'm definitely going to build a villain around Mr.Expert! :)

"The Consultant of Crime"

Don't forget his cousin, Mr. Monkeywrench (aka McGyver):
Mister Monkeywrench: Negative Skill Levels (-2 with Any Skill), Reduced Endurance (0 END; +1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Area Of Effect (One Hex; +1/2), Uncontrolled (Until Job Is Completed or 1-2 Hours Pass; +1/2) (60 Active Points); Limited Power Only For Skills Mister Monkeywrench Knows (-1), Extra Time (1 Minute, Only to Activate, Time To Survey Situation And JuryRig A Response; -3/4), Physical Manifestation (Based On Special Effect; -1/4).
In Other Words, putting rice crispies in the hall to foil Stealth, putting coal dust in a white area to foil Concealment, using Whoopie Cushions to foil Seduction, etc.

Maelstrom
Aug 29th, '04, 12:18 AM
My version of Lane Jockey, for my friend who plays a New York Cabdriver Superhero:

Super Cabdriver: Elemental Movement -- 4 points, for use in automobile traffic, Useable on Vehicle.

GamePhil
Aug 30th, '04, 08:44 PM
Some characters are so good at rolling with a blow that the attempt is automatically successful. This Power should be used in the same way as the normal Roll With Blow Maneuver, but it does not require a To Hit roll.

Just Go With It: Physical Damage Reduction, Resistant, 50% (30 Active Points); Only Against HTH Attacks (-1), Can Only Be Used Once Per Phase (-1), Side Effects, (takes double knockback from attack used against; -1/2)

OddHat
Aug 31st, '04, 04:26 AM
Fight Past the Pain (20 points): The character is absolutely focused during combat, shrugging off injuries that should have crippled him. Pain means nothing, muscles flex and tighten to hold broken bones in place just another few seconds, the character seems unstoppable. After the combat ends, the body must pay a heavy price. 15pd/15ed Force Field, Side Effect: Always takes 2d6 KA when power is turned off (-1/2).

When the action hero fights on despite his injuries and then colapses after the fight, you're seeing this super-skill.

Checkmate
Aug 31st, '04, 08:32 AM
Fight Past the Pain (20 points): The character is absolutely focused during combat, shrugging off injuries that should have crippled him. Pain means nothing, muscles flex and tighten to hold broken bones in place just another few seconds, the character seems unstoppable. After the combat ends, the body must pay a heavy price. 15pd/15ed Force Field, Side Effect: Always takes 2d6 KA when power is turned off (-1/2).

When the action hero fights on despite his injuries and then colapses after the fight, you're seeing this super-skill.

Improved: Fight Past the Pain
add +20 STUN and +10 CON only vs. being stunned.

Think Nicolas Cage in Con Air when he got shot in the arm and just kept walking towards the guy like nothing happened (talk about a presence attack)

Metaphysician
Aug 31st, '04, 01:48 PM
Fortune Favors the Bold. . .: 3d6 Luck, Only when facing mortal danger (-1), 7 points

. . .But Also the Prepared: 3d6 Luck, Only for Preparation Effects (-1), 7 points

The first one works like normal Luck, but only is usable when seriously running the risk of death ( especially extremely dangerous stunts ). The second is used to represent prior preparations, such as deciding to carry just the right gadget, having stocked away a cache of weapons and gear nearby years back, and so forth.

GamePhil
Sep 1st, '04, 06:50 PM
Some heroes have such brilliantly white teeth that light reflecting off of them just right can blind an opponent. This only lasts for a moment, ending immediately after the target's next Phase even if there are segments remaining on the effect. Proper dental care is essential for this ability to be used (represented by the Real Weapon Limitation, though it is not a weapon). Obviously, this is not an appropriate Power for most Dark Champions games, but might be appropriate for a comedy game or some DC: TAS settings (especially ones patterned after Saturday morning cartoons with a "moral": See what I can do because I brush and floss!).

Dazzling Smile: Sight Group Flash 4d6 (20 Active Points); Effect Ends After Victim's Next Phase Power loses about a third of its effectiveness (-1/2), Limited Range (5"; -1/4), Reduced By Range (-1/4), Real Weapon (-1/4), Requires Light To Use (-1/4). Total cost: 8 points.

OddHat
Sep 4th, '04, 07:56 AM
I Know A Guy (27 points): You have friends, everywhere. If you don't have a friend, it takes you only a few minutes to make one. People like you. These people might not be the most powerful or the best placed to help, but even in the most unlikely places you always find someone willing to lend a hand. Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (27 Active Points) 14-

GamePhil
Sep 6th, '04, 12:32 PM
Some people have a knack for understanding (sometimes poorly worded) instructions, picking up on hidden meanings or subtle inuendo, and so on. This is not the same as Universal Translator: the character must know the language (or have that other Talent) being spoken, he just immediately comprehends what is being described.

Perfect Comprehension: Detect Meaning (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Rapid (x100), Sense (33 Active Points); Affected As Sight/Hearing Group As Well As Unusual (-1/2). Total cost: 22.

OddHat
Sep 6th, '04, 01:15 PM
Augh! What did you Eat!: (21 ponts) Through a combination of incredible muscle control and a diet filled with hot peppers and poorly digestible foods, you are able to projectile vomit at will! Further training has allowed you to target the semi-liquid stream thus produced. While foes who are berserk or expecting this may be immune, most will find this hideous spray so utterly shocking as to stand, paralysed and open to attack, for several seconds. Entangle 1d6, 1 DEF (Stops A Given Sense Group Sight Group, Stops A Given Sense Group Smell/Taste Group), Works Against EGO, Not STR (+1/4), Takes No Damage From Attacks All Attacks (+1/2), Based On EGO Combat Value (+1), Range Modifiers Apply (-1/4) (75 Active Points); Increased Endurance Cost (x3 END; -1), Susceptible Common (Not versus those who would not be disgusted by this attack, may be washed off; -1/2), Cannot Form Barriers (-1/4), Normal Range (-1/4), Concentration (1/2 DCV; -1/4), Limited Range (-1/4)

zornwil
Sep 6th, '04, 01:50 PM
Augh! What did you Eat!: (21 ponts) Through a combination of incredible muscle control and a diet filled with hot peppers and poorly digestible foods, you are able to projectile vomit at will! Further training has allowed you to target the semi-liquid stream thus produced. While foes who are berserk or expecting this may be immune, most will find this hideous spray so utterly shocking as to stand, paralysed and open to attack, for several seconds. Entangle 1d6, 1 DEF (Stops A Given Sense Group Sight Group, Stops A Given Sense Group Smell/Taste Group), Works Against EGO, Not STR (+1/4), Takes No Damage From Attacks All Attacks (+1/2), Based On EGO Combat Value (+1), Range Modifiers Apply (-1/4) (75 Active Points); Increased Endurance Cost (x3 END; -1), Susceptible Common (Not versus those who would not be disgusted by this attack, may be washed off; -1/2), Cannot Form Barriers (-1/4), Normal Range (-1/4), Concentration (1/2 DCV; -1/4), Limited Range (-1/4)
Okay, NOW, it is a megathread... :sick:

:D

tgaptte
Sep 8th, '04, 02:19 AM
Master Sleuth
17 Detect "Inobvious conclusion from known facts", Sense, Discriminatory, Analyze

tgaptte
Sep 8th, '04, 02:30 AM
McGyver
VPP (20)
20 Pool Cost
6 Control Cost, Requires OAF equipment of opportunity (-1), only what could be created by basic or advanced science (-1/2), Half phase action to change pool (+1/2)
26 Total cost

MisterD
Sep 8th, '04, 09:02 AM
Master Sleuth
17 Detect "Inobvious conclusion from known facts", Sense, Discriminatory, Analyze

Doctor Mark Sloan I presume?

OddHat
Sep 8th, '04, 07:53 PM
Oh, I know: (11 points) You are incredibly good at getting people to confide in you. So long as you can keep them talking long enough, they'll tell you almost anything. Hopes, fears, gossip, romantic aspirations, dark secrets, anything. Even intelligent and strong willed people tend to babble the most intimate details of their lives to you. Telepathy 1d6, Standard Effect, Reduced Endurance (0 END; +1/2), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1), Cumulative (48 points; +1 1/4) (takes 16 phases)(19 Active Points); Language Barrier (-1/2), Must Chit-Chat With Target (-1/4). Note that this power is blocked completely by 3 or more points of mental defense.

tgaptte
Sep 8th, '04, 11:23 PM
>>>
Doctor Mark Sloan I presume?
<<<

Didn't catch the reference...but after a quick Googly search...yep, that would be him!

Doctor Mark Sloan: Character played by Dick Van Dyke on "Diagnosis: Murder" who had a knack for stumbling into solutions to murders...

Tim

tgaptte
Sep 10th, '04, 06:06 PM
Super skimmer
Speed Reading, requires both INT and DEX rolls.

Mega Memory
Eidetic Memory, requires INT roll

WhammeWhamme
Sep 11th, '04, 04:00 AM
A lot of PC's are scary, and intimidating. However, a very rare trick indeed, is the ability to subdue someone through sheer intimidating fear... Either used (repeatedly) on an individual to reduce them to semi-comatose whimpering, or on the leader of a crowd to get them all to back down, this is nasty...

12 (sound of a whip): 4d6 Ego Attack (Humans), Extra Time: Full Phase, Must Make Eye Contact, PRE defends if higher than EGO, Only if target is conscious, Visible (Audible [the name], Visual [making of eye contact, effect on target], you don't want to know why it's visisble to the third extra sense group...)

OddHat
Sep 12th, '04, 06:43 PM
Akashic Library Card (83 points): Your character has near-complete access to the Akashic Record. If anyone, anywhere has ever known it, your character knows it as well. Note: this relies on the "Impossible Uses of Skills" optional rule. This power is as unbalancing as it gets, and then some. KS:All Human Knowledge 30 or less, SS:All Human Science 30 or less, AK: Everywhere Humans Have Been 30 or less, Universal Translator at INT.

Alternative: Star hero allows the above construct, but places all skills at 60 or less to be All-Knowing. Increase cost to 173.

OddHat
Sep 14th, '04, 12:05 PM
Enormous Distraction - Your character really knows how to make use of what he or she has, and many hours in the gym or under the surgeon’s knife have made what your character has even more impressive. With a quick wiggle at the right time, opponents of the opposite sex can be distracted, sometimes fatally. Opponents of the opposite sex also have trouble concentrating on actually striking at your character. +20 PRE, only for making distracting presence attacks against targets of the opposite sex (-1.5), +4 DCV only against foes of the opposite sex (-1/2). 21 points.

tgaptte
Sep 18th, '04, 10:30 PM
Okay...it's not really a skill but...

Heroic chin
Missile Deflection, bullets and shrapnel (15), not vs heavy missiles (-1/4), only vs shots near his gigantic jaw (-1/2), Always On (-1/2), Zero End (+1/2), Uncontrolled (+1/2), Persistent (+1/2), Inherent (+1/4).
18 Real/41 active

Metaphysician
Sep 19th, '04, 07:44 AM
Me thinks the "Only near Chin" limitation ought be worth more than -1/2.

tgaptte
Sep 19th, '04, 01:10 PM
Me thinks the "Only near Chin" limitation ought be worth more than -1/2.

Me too...but I didn't have a good feel for just how much...so I went with -1/2 for safety reasons. ;D

Tim

Metaphysician
Sep 19th, '04, 01:36 PM
Best choice: check what the disad amount for limiting something to the Head Only hit location would be.

tgaptte
Sep 20th, '04, 02:02 AM
Best choice: check what the disad amount for limiting something to the Head Only hit location would be.

Ah, good suggestion.

Well here's another one, idea courtesy of a friend of mine (Senyor Cuatro)...

Crashing Bore
This character is so boring that when he talks he puts people to sleep.
Mind Control (1d6), Cumulative (+1 1/4, x8 (48 pts)), Telepathic (+1/4), Zero END (+1/2), Persistent (+1/2), Inherent (+1/4), Area of effect: 4" radius (+1.25), Personal Immunity (+1/2), Always On (-1/2), No Range (-1/2), Incantations throughout (-1/2), Set effect (only to put audience to sleep) (-3/4)
8 real/27 active

tgaptte
Sep 22nd, '04, 06:32 PM
Light on his/her feet
1" Flight, Invisible power effects (+1/2), Zero END (+1/2), Persistent (+1/2), Inherent (+1/4), only to resist falling (-1), only on a surface (-1/2)

2 Real/5 Active

freakboy6117
Sep 22nd, '04, 09:31 PM
would that work if it only works on a surface that would mean that after you fell you wouldn't be able to fly?

tgaptte
Sep 22nd, '04, 10:46 PM
would that work if it only works on a surface that would mean that after you fell you wouldn't be able to fly?


Well...my thought was that he could not fall as long as there was a surface below him...so if it were just air, then he would fall...but on water or other such surfaces where someone would normally fall and sink, he'd be able to walk...but now that I think about it, I'd add the limitation that he/she must remain moving or fall.

tgaptte
Sep 22nd, '04, 10:50 PM
Additionally, my thought was that he could use his normal running movement for moving horizontally, and this flight would allow him to not fall, as long as he remained moving...can he use two modes of movement simultaneously? Flight to remain buoyant, running for ground movement? If so...how would you work knockback, 1d6 or 2?

Tim

OddHat
Sep 22nd, '04, 11:24 PM
Additionally, my thought was that he could use his normal running movement for moving horizontally, and this flight would allow him to not fall, as long as he remained moving...can he use two modes of movement simultaneously? Flight to remain buoyant, running for ground movement? If so...how would you work knockback, 1d6 or 2?

Tim

Probably best to do this as Flight 6", Only In Contact With Surface.

pinecone
Sep 23rd, '04, 04:50 PM
Too cute to kill: Damage reducion:RSR:Seduction or Comliness roll....."I tried to kill her...but I just kept holding back!"

tgaptte
Sep 23rd, '04, 11:48 PM
Probably best to do this as Flight 6", Only In Contact With Surface.

Okay...that works...but how do you do knockback? 1d or 2?

Tim

Vondy
Sep 24th, '04, 02:08 AM
Experienced Climber: Clinging (Normal Strength) (10 Active Points) - Cannot Resist Knockback (-¼), Cannot Cling to Ceilings (-¼). Real Cost: 7 Points

Cool power, but may I nitpick. I've seen experienced climbers "hang" on the underside of rock shelves with nothing more than finger and toe holds - to the point where I've taken a double take and involuntarily asked "how the..." I might use the phrase "sheer ceilings," but that's a matter of taste.

OddHat
Sep 24th, '04, 05:49 AM
Okay...that works...but how do you do knockback? 1d or 2?

Tim

1d6. He's still technically flying. However, the GM can rule as he likes.

Elbandit
Sep 24th, '04, 07:36 AM
1d6. He's still technically flying. However, the GM can rule as he likes.

Yep. I had a villian who had his flying/walking built that way. The idea was to capture the creepy effect that the ghoul villians had in the silent Buffy Episode.

Was working great until I rolled a 1 on KB resistance when he took a 24 KB. Poor guy, knocked into a coma.

tgaptte
Sep 27th, '04, 12:51 AM
Master forger
This character can forge any type of document!
1d6 Cosmetic Transform - Blank paper into exact copy of source document
Limited Target - blank paper (-1)
Gestures throughout (-1/2)
Requires a Forgery/Documents skill roll (-1/2)
Extra Time: 5 minutes (-2)
Limited Power: Must have a reference document to work from (-1/2)
1 Real /5 Active

tgaptte
Sep 27th, '04, 11:57 PM
Well prepared
Somehow your character always has what's needed in a pinch...need a coat hanger to open your car? No problem? Wearing high heels and need running shoes? Easy! Need a personal fold out hang glider? Yep, got that too!
VPP (10) - Gadget Pool.
Control (5) - No skill roll required (+1), Only technological items that are currently available in society (-3/4), Must have access to car/backpack/location of stored items to change pool (-1/4), Extra Time to change pool: 5 minutes (-2), Must be some sort of a focus (IIF, IAF, OIF, OAF) (-1/4 minimum)
12 Real/20 Active

tgaptte
Oct 3rd, '04, 03:03 AM
Skilled at moving through obstacles
Desolidification, not through solid objects (-1/2), does not protect against damage (-1), requires a dexterity roll (-1/2)
13 Real/40 Active

PoorWandering 1
Oct 4th, '04, 10:35 AM
.... if it wasn't for those crazy kids!!

16d6 major transform. Monster into previously introduced bit player. delayed effect half hour. OAF overly complex 'monster trap', immobile once deployed. One charge per week. Requires actions of all 5 team members to activate.

It had to be done. Pity I don't have my books with me or I could compute the cost

specks
Oct 4th, '04, 03:22 PM
.... if it wasn't for those crazy kids!!

I think will save that for Hansel and Gretel Hero!!!!!!!!!!!! :D

PoorWandering 1
Oct 5th, '04, 09:50 AM
I think will save that for Hansel and Gretel Hero!!!!!!!!!!!! :D

Nah Hansel and Gretel Used: "the way home" Detect, path home. OAF bread crumbs. 1 continuing charge lasting 1 night, expendable, fragile. Not useable in an area with small birds. :)

OddHat
Nov 27th, '04, 11:05 AM
Bump

GamePhil
Dec 8th, '04, 01:44 AM
You Can Run, But You Can't Hide:

N-Ray Vision, Requires A Deduction Roll, Only To Locate Selected Target
360 Degree Vision, same Limitations
+X to Sight Perception, same Limitations

This is to simulate the Detective (such a character deserves the capital "D") that sits back in his overstuffed chair and figures out from what he knows of you where you are RIGHT NOW! It's Amazing!

Adding in "Clues Of Opportunity" or changing the Skill to Tracking are some further options.

shem_whistler
Dec 8th, '04, 05:38 AM
Okay...it's not really a skill but...

Heroic chin
Missile Deflection, bullets and shrapnel (15), not vs heavy missiles (-1/4), only vs shots near his gigantic jaw (-1/2), Always On (-1/2), Zero End (+1/2), Uncontrolled (+1/2), Persistent (+1/2), Inherent (+1/4).
18 Real/41 active

You could change the name of that to the great quote from Leon

"Bullets just seem to slide off him"

Chuckg
Dec 13th, '04, 10:53 AM
A variation on (correction) Oddhat's "Impossibly Skilled":

The Greatest Thief In The World: +10 8-point Skill Levels; Only To Counteract Skill Penalties (-1/2), Only For "Thief/Rogue" Skills (-1/2)

Cost: 80 active, 40 real

Using the optional "skill at -10 equals impossible difficulty task" rule and this, you have a truly cinematic super-thief. Crack the world's most advanced electronic locking system with a paper clip and a quarter? No problem. Sneak past fifteen separate security cameras in an interlocking grid by carefully timing their every arc and field of view? Piece of cake. Climb a sheer wall by the tiniest cracks? Like walking down the street. Con a guard with a totally incredible story? Fake out a disguise that fools a man's own butler? Forge a perfect copy of a security badge just from a photograph of a real one taken by a telescopic lens? Smuggle the Crown Jewels through customs hidden in your socks? Crack a masterwork safe while underwater in 10 seconds, working solely by touch? Sure.

OTOH, it doesn't work for other skills, like falling out of a plane and making Breakfall at -10 to land with no damage (that would take "The Greatest Ninja In The World", I suppose :) ), hacking a government database with a Palm Pilot (while it is technically theft, it just doesn't have that 'cat burglar' or 'international jewel thief' vibe, does it? That's what sidekicks are for... come on, in the 21st century it's not really a caper movie without your computer hacker geek buddy, is it?), building an impossible invention, etc, etc.

OddHat
Dec 13th, '04, 11:00 AM
A possible variation on Metaphysician's "Impossibly Skilled":

The Greatest Thief In The World: +10 8-point Skill Levels; Only To Counteract Skill Penalties (-1/2), Only For "Thief/Rogue" Skills (-1/2)

Cost: 80 active, 40 real

Using the optional "skill at -10 equals impossible difficulty task" rule and this, you have a truly cinematic super-thief. Crack the world's most advanced electronic locking system with a paper clip and a quarter? No problem. Sneak past fifteen separate security cameras in an interlocking grid by carefully timing their every arc and field of view? Piece of cake. Climb a sheer wall by the tiniest cracks? Like walking down the street. Con a guard with a totally incredible story? Fake out a disguise that fools a man's own butler? Forge a perfect copy of a security badge just from a photograph of a real one taken by a telescopic lens? Smuggle the Crown Jewels through customs hidden in your socks? Crack a masterwork safe while underwater in 10 seconds, working solely by touch? Sure.

OTOH, it doesn't work for other skills, like falling out of a plane and making Breakfall at -10 to land with no damage (that would take "The Greatest Ninja In The World", I suppose :) ), hacking a government database with a Palm Pilot (while it is technically theft, it just doesn't have that 'cat burglar' or 'international jewel thief' vibe, does it? That's what sidekicks are for... come on, in the 21st century it's not really a caper movie without your computer hacker geek buddy, is it?), building an impossible invention, etc, etc.

I like your variation, but it's OddHat's Impossibly Skilled (http://www.herogames.com/forums/showpost.php?p=418851&postcount=10) ;)

levi
Dec 13th, '04, 11:55 AM
Not really a Skills per se, but definitely staples of movies / TV.

Take My Hand!: The character grabs his partner / DNPC from the edge of a volcano/cliff/car about to go off a blown up bridge and holds on for dear life.
Clinging (+10 STR) (13 Active Points); Limited Power Only to Hold Willing Subject and supporting structure or vehicle (-1/2), Cannot Resist Knockback (-1/4); Limited Power Must be anchored to a Vehicle or Stable Surface (-1) Total Cost: 5 pts.

Do You Trust Me?: Take this character's hand and you will both land safely from seemingly impossible distances.
Gliding 1", Usable Simultaneously (up to 2 people at once; +1/2); Limited Power Only to Survive an Impossible Leap / Fall (-1) Total Cost: 1 pt.

Escape the Dragnet: Some Drivers can escape from multiple vehicles in pursuit even when they are seemingly completely blocked in usually by using the other vehicles against each other or by taking alleys that no sane person would attempt.
Teleportation 10", Position Shift, x64 Increased Mass (Vehicle, Driver and Passengers) (55 Active Points); Limited Power Only While Driving (-2), Limited Power Only to Escape Multiple Pursuit Vehicles (-1/2); Requires a Combat Driving Skill Roll (-1/2) Total Cost: 14 pts.

Chuckg
Dec 13th, '04, 02:19 PM
OK, I came up with a possibility for those 'ninja movement' abilities based on Flying...

A new advantage, called "Not Really Flying" (+1/4). It's based on the cost of the "Usable As [Second Mode Of Movement]" (+1/4) advantage listed in 5e revised under Flight, and also on the cost of No Turn Mode (also +1/4).

Basically, what it would mean is that Flight based on this power does not suffer the disadvantages of Flight -- you take Knockback as if you weren't flying, and you have no Turn Mode. It's like "walking on air", basically. (An example in comics would be Shadowcat's ability to walk on air -- for all intents and purposes, she's standing on solid ground, even if she's ten feet off the floor. Another example would be from the old Flash's Rogue's Gallery, and those air-walking shoes the Trickster used to have.)

To make this into the ninja 'light-walk' power, you'd just add what Ninja Hero normally recommends: "Only Along Reasonably Horizontal Surfaces" (-1/2). So now you're not walking ten feet above the floor, you're just walking on the floor... or tightropes, the backs of chairs, fence posts, etc. :)

Example, for a character intended to walk over pressure pads, keep his balance on any surface, and climb virtually any wall:

That Is Truly The Way Of The Ninja: Flight 6"; Not Really Flying (+1/4); Only Along Reasonably Horizontal Or Climbable Surfaces (-1/2) (15 active, 10 real)

Basil
Dec 15th, '04, 07:05 PM
I Can Drive Anything
Given an automobile (but not an out-and-out racecar), motorcycle, pickup, or panel truck (or anything of comparable size) that travels on the ground, a character with this superskill can drive it magnificently.
NB: the top speed comes from the Lamborghini Diablo, The Hero System Vehicle Sourcebook, page 19. A Size of 6 is enough for a panel truck (HSVS, p.13). This uses the STR of the Panel Truck, and assumes a character with a STR of 10, and 6" of Running.

Running, +29", x4 (total) Non-Combat Movement, 0 END (+1/2) (94 Active); Turn Mode (-1/4), OIF (vehicle of opportunity; -1/2), speed limited by vehicle (-1/2), Not with vehicle larger than Size 6 (-1/4), RSR: Combat Driving (-1/2) (31 total). Plus +35 STR, 0 END (+1/2) (52 Active), OIF (vehicle of opportunity; -1/2), STR limited by vehicle (-1/2), Not with vehicle larger than Size 6 (-1/4), RSR: Combat Driving (-1/2), Only to carry and make Move Through/Move By attacks (-1/4) (17 total). Total cost: 48 points

You can remove the "Not with vehicle larger than Size 6" limitation for someone able to handle tractor-trailer rigs, busses, etc.

jack-o-lantern
Jan 13th, '05, 06:19 AM
At Levi I'm loving do you trust me. Alot of good ideas here.

I want to put a few ideas in right now I'll edit later when I work out the points cost.

One Call Away- The character has so much influence over his contacts they are available 24/7. Summon, must be in campaing city limits -1/2, takes extra time (an hour) -21/2?, only contacts from list -1/2, requires contacts roll -1/2.

winning smile The character can really turn on the charm to get what he or she wants. +4 skil lvls w seduction/persuasion/bribery requires successful conversation roll (-1/2), only useable opposite sex/sexual orienatation (-1/2). Cost 10 pts.

Vanguard00
Jan 13th, '05, 09:10 AM
Has anyone done any compilations on this yet?

Gadodel
Jan 21st, '06, 07:56 PM
Impossibly Skilled (60 points). +9 overall levels, only to offset penalties (-1/2). The Ultimate Pulp or Action hero. Leap from car to car on a moving train using Acrobatics, climb the walls of any building using your bare hands, hack almost any database, have your every lie believed with Persuasion, Mimic anyone, throw together a convincing disguise in minutes, fall any distance, ignore range penalties, adjust any task up to three levels down on the time chart. Many cinematic heroes seem to have this.
I like this.

GamePhil
Jan 21st, '06, 09:16 PM
Has anyone done any compilations on this yet?

Not yet.

GamePhil
Jan 21st, '06, 09:23 PM
Know It All: Detect Trivia Answers 11- (no Sense Group), Discriminatory, Analyze, Sense
Powers Cost: 17

Gadodel
Jan 22nd, '06, 05:14 PM
Know It All: Detect Trivia Answers 11- (no Sense Group), Discriminatory, Analyze, Sense
Powers Cost: 17
Most excellent!

CandidGamera
Jan 23rd, '06, 08:01 AM
Back-Seat Driver : +4 to Combat Driving, Usable on Others, Incantations.

"Nononono, that way!"
"Turn left! LEFT!"

Steve Long
Jan 23rd, '06, 09:37 AM
Back-Seat Driver : +4 to Combat Driving, Usable on Others, Incantations.

"Nononono, that way!"
"Turn left! LEFT!"

LOL. ;)

CandidGamera
Jan 24th, '06, 06:33 AM
LOL. ;)

Glad you enjoy! So when are we gonna see Humor HERO? ;)

Steve Long
Jan 24th, '06, 09:37 AM
So when are we gonna see Humor HERO?

LOL again. Probably never, I think. I certainly couldn't write such a thing, and I'm not sure you could really teach people how to be funny in games via a book.

OTOH, if we ever did decide to do it, I could probably turn to Marc Blumberg, author of USP, to write it. Among other things he's done, I know he used to (and maybe still does) teach people how to be stand-up comedians, or something like that. If you're good enough to teach it, maybe you can write a book about it for gaming. ;)

BobGreenwade
Jan 24th, '06, 10:06 AM
For something simpler:

Reflection Shooter: The character can shoot at something in a reflection as easily as if he were looking at the target directly. This is bought as +3 Penalty Skill Levels versus Reflection Penalties (see DC page 197). Cost: 4 points with one attack, 6 points with a tight group, or 9 points with all attacks.

CandidGamera
Jan 24th, '06, 10:25 AM
LOL again. Probably never, I think. I certainly couldn't write such a thing, and I'm not sure you could really teach people how to be funny in games via a book.

'Tis a pity. I'd love to see a 'Foxbat and His Amazing Friends' sourcebook. Someone's gotta stick up for the Madcaps, the Slapsticks, and the Ambush Bugs of the world..

BobGreenwade
Jan 24th, '06, 01:10 PM
LOL again. Probably never, I think. I certainly couldn't write such a thing, and I'm not sure you could really teach people how to be funny in games via a book.

OTOH, if we ever did decide to do it, I could probably turn to Marc Blumberg, author of USP, to write it. Among other things he's done, I know he used to (and maybe still does) teach people how to be stand-up comedians, or something like that. If you're good enough to teach it, maybe you can write a book about it for gaming. ;)I know of several books that set out to teach how to do it in a book or script, so extending that to a game shouldn't be that difficult. It'd probably be about 150 pages at most, including sample characters for various genres, but I'm sure it could be done.

And I'd like to volunteer as a second choice to author such a book. (I've mentioned in the past that some of my games have started out looking like Millennium or Law & Order: Special Victims Unit, but eventually turned into something that looked like it had been directed by the Zucker brothers. Nonetheless, from what you say Marc is probably a better choice.)

Curufea
Feb 7th, '06, 08:18 PM
Just an FYI - I'm putting all of these on my Wiki :)
http://www.curufea.com/hero/doku.php?id=resources:dark_champions:super_skills

Gadodel
Feb 10th, '06, 02:49 PM
Just an FYI - I'm putting all of these on my Wiki :)
http://www.curufea.com/hero/doku.php?id=resources:super_skills

Cool.

Eosin
Feb 11th, '06, 07:34 AM
More.... Superskills.

I suppose I should come up with a few of my own to add in here.

Eosin
Feb 11th, '06, 07:47 AM
This is a Fox Mulder type of Danger Sense. It doesn't alert him of danger to himself but by reading a paper, report, watching the news, or any other activity that might expose him to current events the character will intuitively know when something is a threat related to "X-Files."

(X-Files = Oddball non-conventional threats such as aliens, mystical threats, cryptozoology, etc..)

Drawn To Mystical Threats: Non-Personal Danger Sense (City or Regional Area, out of combat, Discriminatory, Tracking) (37 Active Points); Extra Time (1 Minute, Only to Activate, Character May Take No Other Actions, -1), Vague (-1/2), Requires A Background Skill Roll (X-Files, Arcane, Occult, or Alien Knowledge Skill; -1/4). Real Cost 13

Tracking because you almost always get a lead on where to start the investigation. There should also be a focus in there but there are many different foci and they are easily replaced (magazines, books, reports, tvs)

OddHat
Feb 11th, '06, 07:56 AM
13 I'm not as think as you drunk I am: Physical Damage Reduction, Resistant, 50%, 1 Recoverable Continuing Charge lasting 20 Minutes (+0) (30 Active Points); OIF Fragile Expendable (Easy to obtain new Focus; Alcohol of Opportunity; -3/4), Extra Time (Extra Phase, Only to Activate, -1/2) [1 rc]
Notes: The character is almost immune to pain when drunk, making him a remarkably dangerous combatant. The charge is recovered by drinking more.

Gadodel
Feb 17th, '06, 04:58 PM
13 I'm not as think as you drunk I am: Physical Damage Reduction, Resistant, 50%, 1 Recoverable Continuing Charge lasting 20 Minutes (+0) (30 Active Points); OIF Fragile Expendable (Easy to obtain new Focus; Alcohol of Opportunity; -3/4), Extra Time (Extra Phase, Only to Activate, -1/2) [1 rc]
Notes: The character is almost immune to pain when drunk, making him a remarkably dangerous combatant. The charge is recovered by drinking more.

Quite cool...

Use that in your VPP for those times that the need arises.

GamePhil
Feb 19th, '06, 08:55 AM
19 I'm Not As Think As You Drunk I Am II: Aid EGO 4d6 (standard effect: 12 points), Delayed Return Rate (points return at the rate of 5 per Hour; +1) (80 Active Points); Extra Time (5 Minutes, time taken to drink and have the effect; -2), OIF (booze of opportunity; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; Lose 6 INT and PRE which returns at the same rate as EGO is lost; -1/2), Reduced Maximum (12 points; -1/4)

Other people talk about "drinking courage", you really can. Unfortunately, people aren't generally impressed by your drunken antics, and you aren't as bright as usual, but these things always come with a price. You can also share the courage with your friends.

Curufea
Feb 21st, '06, 02:52 PM
Feel free to update the Wiki, by the way.