Sketchpad Posted August 28, 2004 Report Share Posted August 28, 2004 Re: Super-Skills Megathread 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) Quote Link to comment Share on other sites More sharing options...
Eodin Posted August 29, 2004 Report Share Posted August 29, 2004 Re: Super-Skills Megathread 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. Quote Link to comment Share on other sites More sharing options...
Maelstrom Posted August 29, 2004 Report Share Posted August 29, 2004 Re: Super-Skills Megathread 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. Quote Link to comment Share on other sites More sharing options...
GamePhil Posted August 31, 2004 Author Report Share Posted August 31, 2004 Re: Super-Skills Megathread 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) Quote Link to comment Share on other sites More sharing options...
OddHat Posted August 31, 2004 Report Share Posted August 31, 2004 Re: Super-Skills Megathread 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. Quote Link to comment Share on other sites More sharing options...
Checkmate Posted August 31, 2004 Report Share Posted August 31, 2004 Re: Super-Skills Megathread 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) Quote Link to comment Share on other sites More sharing options...
Metaphysician Posted August 31, 2004 Report Share Posted August 31, 2004 Re: Super-Skills Megathread 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. Quote Link to comment Share on other sites More sharing options...
GamePhil Posted September 2, 2004 Author Report Share Posted September 2, 2004 Re: Super-Skills Megathread 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. Quote Link to comment Share on other sites More sharing options...
OddHat Posted September 4, 2004 Report Share Posted September 4, 2004 Re: Super-Skills Megathread 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- Quote Link to comment Share on other sites More sharing options...
GamePhil Posted September 6, 2004 Author Report Share Posted September 6, 2004 Re: Super-Skills Megathread 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. Quote Link to comment Share on other sites More sharing options...
OddHat Posted September 6, 2004 Report Share Posted September 6, 2004 Re: Super-Skills Megathread 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) Quote Link to comment Share on other sites More sharing options...
zornwil Posted September 6, 2004 Report Share Posted September 6, 2004 Re: Super-Skills Megathread 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' date=' 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)[/quote'] Okay, NOW, it is a megathread... Quote Link to comment Share on other sites More sharing options...
tgaptte Posted September 8, 2004 Report Share Posted September 8, 2004 Re: Super-Skills Megathread Master Sleuth 17 Detect "Inobvious conclusion from known facts", Sense, Discriminatory, Analyze Quote Link to comment Share on other sites More sharing options...
tgaptte Posted September 8, 2004 Report Share Posted September 8, 2004 Re: Super-Skills Megathread 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 Quote Link to comment Share on other sites More sharing options...
MisterD Posted September 8, 2004 Report Share Posted September 8, 2004 Re: Super-Skills Megathread Master Sleuth 17 Detect "Inobvious conclusion from known facts", Sense, Discriminatory, Analyze Doctor Mark Sloan I presume? Quote Link to comment Share on other sites More sharing options...
OddHat Posted September 9, 2004 Report Share Posted September 9, 2004 Re: Super-Skills Megathread 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. Quote Link to comment Share on other sites More sharing options...
tgaptte Posted September 9, 2004 Report Share Posted September 9, 2004 Re: Super-Skills Megathread >>> 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 Quote Link to comment Share on other sites More sharing options...
tgaptte Posted September 11, 2004 Report Share Posted September 11, 2004 Re: Super-Skills Megathread Super skimmer Speed Reading, requires both INT and DEX rolls. Mega Memory Eidetic Memory, requires INT roll Quote Link to comment Share on other sites More sharing options...
Guest WhammeWhamme Posted September 11, 2004 Report Share Posted September 11, 2004 Re: Super-Skills Megathread 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...) Quote Link to comment Share on other sites More sharing options...
OddHat Posted September 13, 2004 Report Share Posted September 13, 2004 Re: Super-Skills Megathread 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. Quote Link to comment Share on other sites More sharing options...
OddHat Posted September 14, 2004 Report Share Posted September 14, 2004 Re: Super-Skills Megathread 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. Quote Link to comment Share on other sites More sharing options...
tgaptte Posted September 19, 2004 Report Share Posted September 19, 2004 Re: Super-Skills Megathread 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 Quote Link to comment Share on other sites More sharing options...
Metaphysician Posted September 19, 2004 Report Share Posted September 19, 2004 Re: Super-Skills Megathread Me thinks the "Only near Chin" limitation ought be worth more than -1/2. Quote Link to comment Share on other sites More sharing options...
tgaptte Posted September 19, 2004 Report Share Posted September 19, 2004 Re: Super-Skills Megathread 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 Quote Link to comment Share on other sites More sharing options...
Metaphysician Posted September 19, 2004 Report Share Posted September 19, 2004 Re: Super-Skills Megathread Best choice: check what the disad amount for limiting something to the Head Only hit location would be. Quote Link to comment Share on other sites More sharing options...
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