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Super-Skills Megathread


GamePhil

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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.

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Guest Worldmaker

Re: Super-Skills Megathread

 

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

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Re: Super-Skills Megathread

 

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.

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Re: Super-Skills Megathread

 

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

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Re: Super-Skills Megathread

 

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.

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Re: Super-Skills Megathread

 

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).

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Re: Super-Skills Megathread

 

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

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Re: Super-Skills Megathread

 

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.

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Re: Super-Skills Megathread

 

Impossibly Skilled (60 points). +9 overall levels' date=' 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.[/quote']

 

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

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Re: Super-Skills Megathread

 

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)

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Re: Super-Skills Megathread

 

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

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Guest Worldmaker

Re: Super-Skills Megathread

 

Sepentine: By running back and forth in a zig zag fashion' date=' 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[/quote']

 

 

I love that movie...

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Guest Worldmaker

Re: Super-Skills Megathread

 

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.

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Re: Super-Skills Megathread

 

The Inlaws' date=' 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.[/quote']

 

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.

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Re: Super-Skills Megathread

 

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.

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Re: Super-Skills Megathread

 

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."

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Re: Super-Skills Megathread

 

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

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