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Super Skills


Nothere

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The Dark Champions book has several "skills" that use powers to mimic the sometimes inhuman abilities dark champion heroes sometimes show. But no book can cover them all. So what Super Skill would you add? Me..

 

Head Tap

 

The character is adapt at knocking people out from a sneak attack

 

+4d6

 

Only when attacking from behind on an unsuspecting chareter =1

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Sure Shot.

+2 OCV only with Cover maneuver, only if you actually carry through and do the damage.

Effect: Never waste ammunition, never miss. If you are going to miss, you don't take the shot.

 

Lucius Alexander

 

Superskilled palindromedary

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  • 7 months later...

Soft Landing:  Summon garbage truck, dump truck full of sand, or the like; No Conscious Control (only beneath the character when he's being pursued to an elevated location).

 

When trapped on a high ledge, at an open window, etc, the hero somehow always manages to find a vehicle passing below onto which he can safely jump, which then carries him to safety.

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  • 5 months later...
  • 2 weeks later...

 

Weapon Practice Montage: (Total: 5 Active Cost, 2 Real Cost) Cramming (5 Active Points); Limited Power Only for Weapon Familiarities (-1) (Real Cost: 2)

 

Become familiar with a new weapon in a matter of hours. Description of actual training montage optional.

 

Lucius Alexander

 

The palindromedary says, let's get dangerous.

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  • 3 weeks later...

Here are some I've used over the years. (Some are more realistic-vs-cinematic than others...)

 

Double Tap: Autofire (2 shots; +1/4) for up to 40 Active Points of Guns (10 Active Points); OAF (Any Gun; -1), Both Shots Must Be At Same Target (-1/4) [4 RP, 1 END]

 

Double-Tap II: +2 to offset Multiple Attack OCV penalty with Firearms [4 RP, 0 END]

 

Shoot Where Their Armor's Not: Armor Piercing (+1/4) for up to 40 Active Points of Guns (10 Active Points); OAF (Any Gun; -1), Requires an INT Roll (12- roll; -1/4) [4 RP, 1 END]

 

Find Weak Spot:  Penetrating (+1/2) for up to 90 Active Points of Firearms (45 Active Points); Requires A Roll (Analyze Defenses Skill roll; -1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) [20 RP, 4 END]

 

You Can't Hide From Me:  +2 to offset behind Cover penalties with Firearms (4 Active Points); Concentration (1/2 DCV; -1/4) [3 RP, 0 END]

 

Head Shot! +6 to offset Called Shot Penalty with Small Arms (12 Active Points); Extra Time (Extra Segment, -1/2), Concentration (1/2 DCV; -1/4) [7 RP, 0 END]

 

Never Seems To Miss...:  Area Of Effect (2m Radius; +1/4) for up to 45 Active Points of any firearm, Reduced Endurance (0 END; +1/2); Limited Power Must expend 1 Charge per target in hex (-1/2), OIF (Pistol; -1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) [6 RP, 0 END]

 

...Regardless Of Range:  LOS (+1/2); Concentration (1/2 DCV; Character is totally unaware of nearby events; -1/2) for up to 45 Active Points of any firearm, Reduced Endurance (0 END; +1/2); OIF (Pistol; -1/2), Extra Time (Full Phase, -1/2), Limited Power Maximum Range of 100m (-1/4) [15 RP, 0 END]

 

Shoot The Gun Out Of His Hand:  Ranged Disarm, 25 STR to Disarm (15 Active Points); Limited Power Only With Firearms (-1/2), OIF (Pistol; -1/2), Concentration (1/2 DCV; -1/4) [7 RP, 1 END]

 

Moving Target: +2 DCV (10 Active Points); Must Make 1/2 Move Or More (-1/2) [7 RP, 0 END]

 

"I Know How He Fights":  +2 with All Attacks (20 Active Points); Requires A Roll (Analyze Combat Style Skill roll; -1/2), Extra Time (Full Phase, -1/2), Side Effects (-2 OCV ; -1/4) [9 RP; 0 END]

 

Combat Running: Can make Full Move and still Attack without penalty (built as Running +12m, Only To Make Half Moves In Combat) [6 RP, 0 END]

 

Corridor Of Death: Area Of Effect Nonselective (50m Line; +1/2) for up to 90 Active Points of Autofire Firearms (45 Active Points); OAF (Any Autofire Firearm; -1), Extra Time (Full Phase, -1/2), No Range (50m Line starts adjacent to character; -1/2), Concentration (1/2 DCV; -1/4), Uses 2x max number of Autofire rounds (-1/4), Limited To One Hit Per Target (-1/4) [12 RP, 4 END]

 

Master Of Small Unit Tactics: +2 with All Combat, Usable By Other (+1/4) (25 Active Points); Requires A Tactics Skill Roll (11- roll; -1/2), Instant (-1/2), Incantations (-1/4) [11 RP, 0 END]

 

The Woo Dive:  (Total: 40 Active Cost, 10 Real Cost)

+4 OCV (20 Active Points); Limited Power Once Per Combat (-1), Limited Power Must make 1/2 move (-1/2), Requires A Roll (Skill roll; -1/2), Side Effects, Character ends their Phase Prone whenever Power is used (-1/2), OIF (Firearm Of Opportunity; -1/2), Conditional Power Only When Using Two-Weapon Fighting (-1/4) (Real Cost: 5)

plus +4 DCV (20 Active Points); Limited Power Once Per Combat (-1), Limited Power Must make 1/2 move (-1/2), Requires A Roll (Skill roll; -1/2), Side Effects, Character ends their Phase Prone whenever Power is used (-1/2), OIF (Firearm Of Opportunity; -1/2), Conditional Power Only When Using Two-Weapon Fighting (-1/4) (Real Cost: 5)

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